Comments on: Dealing With Designer Input Latency I agree, awesome article. We kind of stumbled upon a lot of these issues when we were making the X-Men Legends series of games, and X-Men Origins: Wolverine. It's really nice to see the trade-offs and issues enumerated and named. We also bought a 60 hz camera, and a special lightboard/360 controller combo that would make it easy to catch the moment of button presses/releases on video. I think we had determined that with our 30 fps, and the engine's inherent lag due to the multi-threaded nature of the renderer, there was pretty much a guaranteed minimum of around 200ms of lag on top of whatever "latency by design" we had. And that's where the content team could get a consistent 30 fps :| It's amazing what 60 fps can do for the feel of a game in those times when you want to minimize the lag... I agree, awesome article. We kind of stumbled upon a lot of these issues when we were making the X-Men Legends series of games, and X-Men Origins: Wolverine. It’s really nice to see the trade-offs and issues enumerated and named.

We also bought a 60 hz camera, and a special lightboard/360 controller combo that would make it easy to catch the moment of button presses/releases on video. I think we had determined that with our 30 fps, and the engine’s inherent lag due to the multi-threaded nature of the renderer, there was pretty much a guaranteed minimum of around 200ms of lag on top of whatever “latency by design” we had. And that’s where the content team could get a consistent 30 fps :|

It’s amazing what 60 fps can do for the feel of a game in those times when you want to minimize the lag…

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By: Dylan Cuthbert/2011/04/15/dealing-with-designer-input-latency/#comment-2856 Dylan Cuthbert Sat, 16 Apr 2011 11:02:38 +0000