MULTI Linus: Dualshock 4 "is the BEST game controller"

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Chandoo

Resi Evil 4 > Your fav game.
Jan 19, 2007
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Because difference between ~260ms and ~270ms makes Kratos control like Bayonetta on a DS4 :p

Because trying to make a game engine related delay seem DS4's fault fell flat on it's face when you know for a fact it's the most responsive controller in the market right now :p
 

Necrokiller

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Because trying to make a game engine related delay seem DS4's fault fell flat on it's face when you know for a fact it's the most responsive controller in the market right now :p
It was obviously meant to show the game's input lag, and having a responsive controller doesn't help it :p
 

iampasha

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GTA V was also terrible. Massive input lag! Compared my PC with my cousins PS4 and it almost felt like a 1 second delay. It was even worst in NFS payback..us k uper se tvs ka response time as compared to monitors..blegh..it all adds up. It was borderline unplayable for me.. and yes the same controller (ds4 v2) was used in comparison..

Such a nice controller wasted on garbage hardware
 
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CerebralTiger

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On a DS4, Last of Us Remastered has input lag comparable to a 30fps game. How bad would it be originally at 30fps?
Around 150-160 would be my guess. Lower than RDR2, and much much lower when you compare them in terms of latency + animation priority.

God of War, base PS4 input lag



Input lag in God of War at 30fps is 138.7ms, both for analog stick and button presses.
 
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Necrokiller

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Different actions in the game will have different response times, as Alex from DF correctly demonstrated in his RDR2 input lag video.

Nowhere does NX Gamer specify that the time he measured is for the most basic form of movement that I demonstrated. He could be flipping through the menus for all we know.

Good "responsive" 30fps games generally hover around the 100ms mark, could be slightly lower or higher. 150-160ms is way too high for a 30fps game to be considered a responsive game. Infact, that is closer in the Killzone 2 range. Anyone calling that a "responsive" game is out of their mind lol.

Being lower than RDR2, an extreme case, is not a good standard of comparison to begin with. Fundamentally, a good feeling/playing 30fps game needs to be much much lower than that. I'm sure even TLOU2 would fall into the higher side of 30fps games, instead of the most responsive feeling ones.
 
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CerebralTiger

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Engine latency is the same across the board at a given frame rate. Any additional delay for a specific action is a design choice by the developer (e.g. animation priority), not actual latency. Button presses are historically used to determine latency in games (e.g. gun fire in a shooter, primary attack button in a hack and slash game etc.). Nobody conducts these tests by flipping through menus.

I'm sure even TLOU2 would fall into the higher side of 30fps games, instead of the most responsive feeling ones.
lol @ "I'm sure". Of course you are. Here, let me give you something to think about.

Uncharted 4's input latency is 105.4ms.



TLOU2 is more responsive than UC4. But but...."I'm sure" :ROFLMAO:

@Chandoo check karo zara. Khud game kheli nahi but is "sure" its input response will fall into the higher side of 30fps games lmao.
 
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Necrokiller

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So The Last of Us on PS3 is 150-160ms, said by the people who have "played it themselves"...

And the "proof" that TLOU2 is more responsive is in the input latency of UC4? (for which we do not even know which action is being measured)

dem mental gymnastics

Anyone who considers 150-160ms to be the "best playing shooters" can't be taken seriously to begin with. :ROFLMAO:

People who have the game can measure it themselves and let us know (and share the raw video so it can be verified). Unless they are too scared to do so?
 

CerebralTiger

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And the "proof" that TLOU2 is more responsive is in the input latency of UC4?
Errr yeah, it sure does feel more responsive to me. Same engine and all. Perhaps the animation priority is lower. Definitely not higher than UC4's latency, which you already categorized as a good responsive 30fps game :ROFLMAO:

(for which we do not even know which action is being measured)
Regardless of the action, input latency remains the same. Some actions have higher animation priority than others, but that is a different matter. This is why it's almost always the shoot button in a shooter that is primarily used to perform the test, as that's where animation plays a lesser role compared to other actions.
 

Necrokiller

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"feels more responsive"

A meaningless statement, coming from the person who calls 150-160ms game an example of "best playing third person shooter". Killzone 2 measured input lag was ~150ms as well :ROFLMAO:

TLOU had more weighty and slower actions compared to Uncharted games. TLOU Remastered at 60fps has even more lag than whatever action that UC4 picture is suppose to show at 30fps. Same engine and all, that doesn't inspire any confidence in TLOU2 being close to UC4. Both being 30fps and all LOL

In reality, you are not only carrying out that "firing" action throughout the game. Character movement response, bringing up the weapon response, jump button, prone etc all are important measures in how responsive a game feels. Firing weapon response does not indicate the responsive of those actions.
 

CerebralTiger

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TLOU had more weighty and slower actions compared to Uncharted games. TLOU Remastered at 60fps has even more lag than whatever action that UC4 picture is suppose to show at 30fps. Same engine and all, that doesn't inspire any confidence in TLOU2 being close to UC4.
Same engine running on different hardware. The engine itself has undergone several changes since then. UC4's latency is a better comparison due to this.

In reality, you are not only carrying out that "firing" action throughout the game. Character movement response, bringing up the weapon response, jump button, prone etc all are important measures in how responsive a game feels.
All those actions are tied to animation priority. So if you're looking for the exact input latency and not input latency + animation priority, the best way to test that in a shooter is the shoot button.

I'll let your role model Alex explain it via his video :p

 

Necrokiller

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All those actions are tied to animation priority.

Which directly affects how responsive a game feels.

So, what is the input lag in TLOU2 when you move your character? Get camera movement? Bring up the weapon to aim? Firing a weapon? Going prone? Jumping?



We already know TLOU on PS3 was sluggish as hell.

Lost Legacy on PS4 isn't the most responsive feeling game either. Takes 200ms for any kind of response to 333ms to get any kind of camera movement. Pretty awful imo.

How does TLOU2 hold up?
 
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CerebralTiger

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Which directly affects how responsive a game feels.
Yes, but that's not input latency. Input latency is measured from the point your input triggers the first frame of the startup animation of an action, not the execution of the action itself.

So, what is the input lag in TLOU2 when you move your character? Bring up the weapon to aim? Firing a weapon? Going prone? Jumping?
If you mean input lag + prioritized animation frames, that is different for each action. Input lag itself is the same.

In TLOU2, pulling a gun from its holster adds additional animation frames to bringing up the weapon to aim. On the other hand, if you already have said weapon in hand, the same action is much faster.

John Linemann also referred to TLOU2 as the most responsive ND shooter in his DF video, so it's likely he did perform some tests but didn't share results.
 

Necrokiller

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Yes, but that's not input latency. Input latency is measured from the point your input triggers the first frame of the startup animation of an action, not the execution of the action itself.

That's exactly what I measured in God of War.
edit: I measured the time from when the analog stick is fully pressed in the right direction to the moment Kratos starts movement. If you consider the time from exactly the moment you flick the analog stick, the input lag actually crosses the 300ms mark.
The R1 attack will not have the same latency. Which is why its important to list what action you are using to measure the input lag. NX Gamer did not specify it. But he did say something along the lines of "lowest recorded" so its a best case scenario (again, which he didn't specify which action). That's not representative of the actual input lag. Basic character movement is the action the player does the most.
 

CerebralTiger

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The startup for Kratos' movement animation is just higher. Not related to actual input lag, which is still 138ms.

It's also worth mentioning that the startup for his quick attack animation is also somewhat high. Startup frames of animation are often added to simulate a 'weighty' feel.
 
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Necrokiller

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If the game is taking an extra 122ms to start up the animation (~260ms as I recorded), let alone execute it, what difference does that make? It makes for a sluggish experience either way. 138ms is still very high for a 30fps game. Let alone one that focuses on melee combat.
 

CerebralTiger

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Same difference that RDR2's actual input lag of ~180ms coupled with around 14 frames of prioritized animations for several actions makes. The additional latency is a design choice, and certainly could've been reduced at the cost of animations looking worse. But that's ultimately not what Rockstar was aiming for.
 

Necrokiller

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That ~180ms measurement is for "readying the weapon" which takes into account the animation priority.

The actual act of firing the weapon when you're already aiming, the methodology you've been arguing for all along, feels quite snappy actually on Xbox One controller, running the game at 60fps on PC. TLOU Remastered does on PS4. ~110ms.



So why is RDR2's responsiveness made such a big deal out of? Clearly animation start up for different actions matters then. And that's what leads to God of War having ~250-260ms (average out) of input lag.
 
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