How are people this oblivious?
Denial, ignorance. Perhaps both.
How are people this oblivious?
How are people this oblivious?
Keeps saying its not his tv and yet won't reveal what tv he has at the beginning of the thread.
His youtube video
Comments are disabled for this video.
I heard that it depends on how much your console is close to the Sun.
Try to play at night during the aphelion.
Love how Striek left the thread after his gifs backfired.
The issue is that, in most FPS games (including FC4), there is a smooth analogue acceleration as you move the right stick. The "curve" is smooth/linear - you don't move slowly and then suddenly jump across the screen as the acceleration ramps up. However, the latter is exactly what happens in GTAV. As someone posted previously, the curve is not smooth/linear: you can move the right stick a fair amount but get only minimal movement. Then - when you have moved the stick sufficiently - you hit a huge (non-linear) acceleration point, and shoot off in whatever direction. So instead of a gradual and measured increase in speed, it's more like "slow slow slow slow REALLY FAST".
This can appear like input lag, but really it's because moving the right stick a fair amount only results in minimal movement; that is, until you reach the point where it accelerates massively. It's the case in first and third person, but is naturally more noticeable in first. It makes it hard to aim properly, because it is much harder to judge the non-linear "curve" than if it were smooth, resulting in more under/overshooting.
Just my 2c.
Edit: It's easy to test this: just try moving the right stick in one direction very very slowly, at the same rate - you'll see that there is a point where the speed greatly increases in a non-linear way.
How are people this oblivious?
I have GTAV on X360 and PS4, and I tested this last night (unfortunately I don't have a video to upload). Just so we can get it out of the way, I am obsessive about input lag, and both my TVs (a Panasonic plasma and a Samsung LED) both add less than 20ms lag - I know this because I chose them specifically for that, and did tests. Hopefully the following will make sense!
GTAV's right stick controls definitely feel like they lag, as the videos posted by people above show. However, I do not think that the problem is input lag itself (although there is a little bit of lag, as with all GTAs from 4 onwards); rather it is due to the way right stick/analogue movement/acceleration is calibrated. By this I mean in the code, rather than calibration in the options menu.
The deadzone in GTAV is slightly larger than, say, Far Cry 4, which I am playing at the moment. However, it's not much larger. You can move the stick in GTAV a little bit and still get a little movement.
The issue is that, in most FPS games (including FC4), there is a smooth analogue acceleration as you move the right stick. The "curve" is smooth/linear - you don't move slowly and then suddenly jump across the screen as the acceleration ramps up. However, the latter is exactly what happens in GTAV. As someone posted previously, the curve is not smooth/linear: you can move the right stick a fair amount but get only minimal movement. Then - when you have moved the stick sufficiently - you hit a huge (non-linear) acceleration point, and shoot off in whatever direction. So instead of a gradual and measured increase in speed, it's more like "slow slow slow slow REALLY FAST".
This can appear like input lag, but really it's because moving the right stick a fair amount only results in minimal movement; that is, until you reach the point where it accelerates massively. It's the case in first and third person, but is naturally more noticeable in first. It makes it hard to aim properly, because it is much harder to judge the non-linear "curve" than if it were smooth, resulting in more under/overshooting.
Just my 2c.
Edit: It's easy to test this: just try moving the right stick in one direction very very slowly, at the same rate - you'll see that there is a point where the speed greatly increases in a non-linear way.
I've noticed that when it comes to technical things, a surprisingly high number of GAFers are completely oblivious.
Fps/Resolution/Input Lag etc, etc. You really shouldn't need Digital Foundry to tell you that you're playing a game that dips into 15fps... Like, people really can't notice these things with their own two eyes?
I have GTAV on X360 and PS4, and I tested this last night (unfortunately I don't have a video to upload). Just so we can get it out of the way, I am obsessive about input lag, and both my TVs (a Panasonic plasma and a Samsung LED) both add less than 20ms lag - I know this because I chose them specifically for that, and did tests. Hopefully the following will make sense!
GTAV's right stick controls definitely feel like they lag, as the videos posted by people above show. However, I do not think that the problem is input lag itself (although there is a little bit of lag, as with all GTAs from 4 onwards); rather it is due to the way right stick/analogue movement/acceleration is calibrated. By this I mean in the code, rather than calibration in the options menu.
The deadzone in GTAV is slightly larger than, say, Far Cry 4, which I am playing at the moment. However, it's not much larger. You can move the stick in GTAV a little bit and still get a little movement.
The issue is that, in most FPS games (including FC4), there is a smooth analogue acceleration as you move the right stick. The "curve" is smooth/linear - you don't move slowly and then suddenly jump across the screen as the acceleration ramps up. However, the latter is exactly what happens in GTAV. As someone posted previously, the curve is not smooth/linear: you can move the right stick a fair amount but get only minimal movement. Then - when you have moved the stick sufficiently - you hit a huge (non-linear) acceleration point, and shoot off in whatever direction. So instead of a gradual and measured increase in speed, it's more like "slow slow slow slow REALLY FAST".
This can appear like input lag, but really it's because moving the right stick a fair amount only results in minimal movement; that is, until you reach the point where it accelerates massively. It's the case in first and third person, but is naturally more noticeable in first. It makes it hard to aim properly, because it is much harder to judge the non-linear "curve" than if it were smooth, resulting in more under/overshooting.
Just my 2c.
Edit: It's easy to test this: just try moving the right stick in one direction very very slowly, at the same rate - you'll see that there is a point where the speed greatly increases in a non-linear way.
Lol this thread is such a shit show. Rockstar isn't going to do a damn thing, the input delay is in place for a reason. Even Max Payne 3 (where the level design is limited to hallway#2 and cooridoor #4) couldnt get by without a input delay, no fucking shit an massive open world game on the same engine with extremely sophisticated physics, animation, and some of the best AI simulation isn't going to be as responsive as fucking call of duty, and it never will be. You can complain all you want but this will not be resolved, don't waste your time.
GTA has input lag because Rockstar didn't implement proper controls, not because it's a complex game.
No input lag on my side. I have a cheap Emerson LCD and have had no problems with the way GTA V controls. Once you get used to the weight, it becomes second nature.
Oh I agree that there is some lag. I just feel that whatever lag there is, is compounded by the analogue acceleration. But either way, it's bad.The problem is not just the acceleration. For example look at my original video, how do you explain that when I let go of the stick, the view keeps moving for 4 frames and then abruptly stops? This is not acceleration/deceleration. It goes from full speed to hard stop in a single frame, exactly 4 frames after I've let go of the stick. This is input lag.
The feel of weight IS the problem. The fact that you're saying you feel that weight means you're experiencing input lag, so you can't say the problem is not there. The fact that you say "Once you get used to it" means there is a problem. You shouldn't have to get used to input lag, it just shouldn't be there in the first place.
Lol, okay then, you sure sound like you know your stuff, thanks for clearing that up.GTA has input lag because Rockstar didn't implement proper controls, not because it's a complex game.
I wake up and STILL see apologists/deniers? Christ almighty, man. Will complex, thorough frame analysis change people's minds? Is a video with demonstrable proof from several different people not good enough?
I swear.
I'm referring to the weight of the controls because of the Euphoria engine which governs weight, body control, and motor control of playable characters and NPCs. That's where the weight is coming from.
R* has used this in their games since GTA IV.
Got the PS4 version. Tried it a few times from first person but I felt like it restricted my view too much so I just played from the traditional third person view. I have to say I may have noticed a little lag but it didn't bother me or affect my experience. GTA game controls have always seemed a bit sloppy to me anyway.
Got the PS4 version. Tried it a few times from first person but I felt like it restricted my view too much so I just played from the traditional third person view. I have to say I may have noticed a little lag but it didn't bother me or affect my experience. GTA game controls have always seemed a bit sloppy to me anyway.
I hadn't. To tell you the truth I didn't even know it existed! Will def try it out.Did you try increasing the field of view? That helps a lot.
I hadn't. To tell you the truth I didn't even know it existed! Will def try it out.
Is your TV in PC/Game mode?
I don't get input lag, but the movement does have more weight to it than I'd like.
Lol, okay then, you sure sound like you know your stuff, thanks for clearing that up.
People....
which ones are these?To be fair, neither of is has any evidence to back up our respective opinions. I'm merely using the comparatively flawless controls of every other complex open world game as anecdotal evidence.
Mine is like that also, and every other game plays just fine. Definitely not a controller issue.
Would you be kind enough to post a video of you doing the same thing?
Fair enough, I just dont think "different" equates to "bad".To be fair, neither of is has any evidence to back up our respective opinions. I'm merely using the comparatively flawless controls of every other complex open world game as anecdotal evidence.
which ones are these?
do they use euphoria?
do they have loads of post processing effects?
what is the extent of their complexity?
there are plenty of things that could cause input lag. it's not the open world in and of itself causing it. it's probably got to do with how the scene is rendered (like with KZ2 and its 'weight' caused by ludicrous post-processing adding latency) and with how the character animates.
Moving your analog stick and having the character do nothing for 133ms is not weight. Weight could be represented in lower acceleration (or lower jerk depending on the intended feel) but not in absolute stillness. There is input lag and there is a rather large deadzone.
It exists people.
All of those things can potentially result in input latency. What do you think created latency in the PS3 Killzone games?It has nothing to do with the size or complexity of the game or post processing effects. None of that stuff would produce input lag.
All of those things can potentially result in input latency. What do you think created latency in the PS3 Killzone games?
No they can't. It entirely comes down to animations. In GTA's case, animation is tied to physics through Euphoria.
In Killzone, I don't know. I didn't play it, but Googling suggests it was intentional and mostly fixed in KZ3.
Then how do you explain lnput lag in other non-Euphoria games then? Perfect Dark Zero had pretty horrible input lag.
"graphics" will only cause lag if it's causing framerate drops. Otherwise having large, shiny objects has nothing to do with animation.
For any game with input lag it's either a bug, part of the game design, or due to a slow animation system (which might be tied to physics).
Big and small, simple or complex games can have slow animation and/or slow physics.
No they can't. It entirely comes down to animations. In GTA's case, animation is tied to physics through Euphoria.
All games will receive the input at the same time. If there's lag, it's either intentional or the game takes a while to figure out what to do with that input. What would cause that? Not the size of the world or effects (unless those things cause framerate drops of course, but that's not the issue here).
In Killzone, I don't know. I didn't play it, but Googling suggests it was intentional and mostly fixed in KZ3.
I have GTAV on X360 and PS4, and I tested this last night (unfortunately I don't have a video to upload). Just so we can get it out of the way, I am obsessive about input lag, and both my TVs (a Panasonic plasma and a Samsung LED) both add less than 20ms lag - I know this because I chose them specifically for that, and did tests. Hopefully the following will make sense!
GTAV's right stick controls definitely feel like they lag, as the videos posted by people above show. However, I do not think that the problem is input lag itself (although there is a little bit of lag, as with all GTAs from 4 onwards); rather it is due to the way right stick/analogue movement/acceleration is calibrated. By this I mean in the code, rather than calibration in the options menu.
The deadzone in GTAV is slightly larger than, say, Far Cry 4, which I am playing at the moment. However, it's not much larger. You can move the stick in GTAV a little bit and still get a little movement.
The issue is that, in most FPS games (including FC4), there is a smooth analogue acceleration as you move the right stick. The "curve" is smooth/linear - you don't move slowly and then suddenly jump across the screen as the acceleration ramps up. However, the latter is exactly what happens in GTAV. As someone posted previously, the curve is not smooth/linear: you can move the right stick a fair amount but get only minimal movement. Then - when you have moved the stick sufficiently - you hit a huge (non-linear) acceleration point, and shoot off in whatever direction. So instead of a gradual and measured increase in speed, it's more like "slow slow slow slow REALLY FAST".
This can appear like input lag, but really it's because moving the right stick a fair amount only results in minimal movement; that is, until you reach the point where it accelerates massively. It's the case in first and third person, but is naturally more noticeable in first. It makes it hard to aim properly, because it is much harder to judge the non-linear "curve" than if it were smooth, resulting in more under/overshooting.
Just my 2c.
Edit: It's easy to test this: just try moving the right stick in one direction very very slowly, at the same rate - you'll see that there is a point where the speed greatly increases in a non-linear way.
So I finally got a reply back from Rockstar Support.
I basically told him that every other game I own controls fine with the exact same controller, gave him the link to this thread, and asked if Rockstar are aware of this issue and/or are planning to fix it.