I was stepping through at the skeleton part. Definitely around 9 frames.
Oh that is nice
I'm amazed at how popular this gif still is
I worked on this "level", which, like a lot of stage demos and CGI trailers, was never actually meant to be playable, hence the actor "playing" the game.
You sure about that?
The lean animation is not going to start until the player finishes the motion. It's not a case of as soon as you start moving the character leans; otherwise with any slight motion the camera would jumping left and right constantly.
And then there is still the display I guess, but that's too much tech for me![]()
It seems that the Kinect doesn't start the motion on screen until it is sure the player is making the gesture, to keep the screen from going crazy and moving everywhere. When the guy touches his head the vision changes, it seems better here because the kinect can tell it's a deliberate motion. In the lean it seems to wait until it knows for sure he is really leaning, and not just slightly tilting.
You are probably posting that image to show latency. But that is a gesture that he is doing so it is waiting to make sure that a lean is desired before doing it. As you can see during the rest of the video, just general movement of the upper body is not translated on screen. There is either an "off" or "on" to the lean.
Here the action might be triggered before the finger reaches the forehead. The scene with the raised hands, however, seems actually pretty good. Can't expect much more than that.
It's akin to having someone mimicking you, when what you want is a shadow or a mirror reflex.
I guess I personally give different degrees of credit for a "trailer-style" promotional video compared to a outsider hands-on preview video and write up, but in terms of "marketing" the feature, I totally know what you mean. I feel like word-of-mouth is actually going to have a strong influence on how each of those devices gets received during the early release window. I really liked that Sony video.
Resistance prince hasn't been updated correctly on the French store. Can't we have a week without a mistake on the store?...
People need to understand the game might be adding lag in processing. The real test of Kinect hardware should be on the dashboard, not from how different sets of developers have implemented it.
It's an inherent limitation of motion gaming since you have to extract a binary state (lean or not-lean) from a continuos space of states (body leans at an angle of x). It's just not possible to be as responsible as a button, even with perfect hardware.
It's not possible right now.
It's an inherent limitation of motion gaming since you have to extract a binary state (lean or not-lean) from a continuos space of states (body leans at an angle of x). It's just not possible to be as responsible as a button, even with perfect hardware.
It seems that the Kinect doesn't start the motion on screen until it is sure the player is making the gesture, to keep the screen from going crazy and moving everywhere. When the guy touches his head the vision changes, it seems better here because the kinect can tell it's a deliberate motion. In the lean it seems to wait until it knows for sure he is really leaning, and not just slightly tilting.
Whether it's straight latency or delays in determining if the user is or is not attempting a gesture, it's bad enough where I see no benefit to Kinect over just using buttons. Why lean my body or tap my head when I can just adjust my fingers, which is quicker in two ways?
If you remove the screen motion the response time seems much better
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And then there is still the display I guess, but that's too much tech for me![]()
It's not possible in principle. There is just inherently more lag in you raising your arm or leaning your body than in pressing a button.
We had to deal with this a lot on Kinect Star Wars. All of the dodges and dashes in the game were essentially digital inputs, so yeah, even if the Kinect was reading all the input just fine, it only actually does an action when it crosses a certain threshold. That leads to "lag".
Of course, the alternative is to have more "analog" controls, but that does introduce the challenge of having to deal with noise and other unintended movements. "Why is my guy strafing?"and stuff like that. Sure, there are probably all sorts of options and calibration screens that could potentially account for this, but it's probably not the best sell when making something intended to be mainstream and family friendly. We actually did have a full movement system in Kinect Star Wars at some point in time, (we prototyped a million things, as with any game using a brand new input device) but it was always one of those things that worked great in some cases, but shit the bed at other times. The "digital input" approach is more predictable and easier to test, but obviously takes away a lot of responsiveness. I still kinda wish we released the version with strafing/leaning/dodging/analog movement though, heh.because you never realized you have bad posture
Maybe they are using bad TVs. They should use those new Sony KDL TVs with <20ms input lag time.
I don't believe for a second that in the future there won't be technology that allows response times to be nearly identical to that of shadows.
Kinect needs to be like this.
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