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Rabid Fanboy Post with Fake Info on Last of Us AKA a big FU to Thread Standards

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well yeah i thought about the delay but really i dont see the point in doing that so thats why i didnt think it could be that...
thanks for replying, TLOU sounds great otherwise.

It isn't something they choose...

Developers have done nothing but try to reduce input lag and make games more responsive over the years.
Many many manyears of blood sweat and tears have gone into finding ways to program games (Carmack has lots of talks about this all over the internets) to have your control input be added as late as possible in the rendering of each frame (so that you can use the newest input and the game will be more responsive.

The greatest game dev engineer minds have broken their heads over this for ages, some game engines are famous for being more responsive than others (id engine is the main one).

It is not an easy problem to work on and many many devs will fuck it up (guerilla games did, horribly.... avalanche did with just cause 2 )

High input lag is a result of engine programmers failing miserably at their goals.
The kz2 'patented' 'weight' was a desperate marketing spin.
It is infuriating to see people fall for it and I can only imagine how people like Carmack must feel when they have worked for most of their careers on reducing it when they see someone parroting marketing speak and defending/praising a game like killzone 2

Any engine with less of it than average is a great feat of engineering and should be aknowledged as such.
I gush about the spark engine from ns2 all the time because while casuals whine about a 40 second loading screen the first time you start a map I see the most responsive engine since goldsrc and ID tech 3


What are guerilla going to say? We failed as programmers? No, they'll say look at these fancy effects and bald space marines and we meant to make it like this...
Like a mother defending her ugly mouthbreathing runt of a child saying she still thinks he's beautiful and special.

Input lag is not realistic, 24 fps is not cinematic, a 50 degree fov in a game is not chosen because of the distance you sit from a tv, viewdistanceforresolution.jpg is horseshit, skyrim's UI was not an artistic choice that made it good, screen tearing is not defendable, fxaa is not a superior more advanced form of AA.
This spinning of objectively bad things or things that are objectively a big ugly compromise needs to stop.
 

Derrick01

Banned
Sessler: "As careful, as you have to be it's still a fast paced game."

Neil Druckmann: "That's the thing we always wanted to keep. You can go in guns blazing, you can stealth...all those things have to be fun."

Oh god, Derrick will lose it hearing about this trying to be a hybrid stealth action game ;)

This is not a big FU to AAA games, this is another AAA game if that is true. You should not be able to go full action in an actual survival game.

I'm waiting for someone to have the balls to not cater to every brain dead asshole on this planet.
 

Schlomo

Member
Sounds generally good, but I wonder how they will motivate you to use the self-surgery system when there's an abundance of checkpoints and you could just as easily start over and try again.
 

Akainu

Member
This is not a big FU to AAA games, this is another AAA game if that is true. You should not be able to go full action in an actual survival game.

I'm waiting for someone to have the balls to not cater to every brain dead asshole on this planet.
Andrew Yoon from Weekend Confirmed after playing the clicker segment
I saw a lot of game over screen's for every journo playing the game. You play this game like Uncharted you are fked. Planning is crucial and essential to progress
I'm sure the 5 seconds you go in guns blazing will be worth it.

Also the original trailer I believe was what they ment by action.
 
Regarding KZ2 the devs themselves said there was input lag, they also said the weightiness was a combination of factors including acceleration and animation.

For Killzone 3, Guerrilla's developers are aiming to keep the unique sense of weight in the game while ramping up the accuracy and responsiveness of the controls. We talked to Game Director Mathijs de Jonge to get a better idea of the considerations involved with the redesign.

"Our first priority when we started working on the controls for Killzone 3 was to listen closely to Killzone 2's players - what they liked, what they disliked, and how they felt things could be improved," Mathijs says. "Accuracy and responsiveness consistently came up as the top issues. At the same time, a lot of players were saying they loved the weighty feel."

That might sound contradictory, but one doesn't have to preclude the other. "For the most part, the unique sense of weight in Killzone 2 comes directly from the first-person animations, not from the control scheme," Mathijs explains. "The speed of movement and the way the camera bobs up and down are consistent with the view of a person carrying around heavy equipment."

When the team went back to the drawing board, they began by exhaustively analyzing every aspect of the underlying system, taking into consideration factors like input lag, acceleration and dead zone [the amount of movement on the analog stick required to produce a reaction in the game –Ed.] and how each affected the overall gameplay. Their findings were used to make improvements to the accuracy and responsiveness of the controls.

The results so far have been very encouraging. "Right now it's still a work in progress," Mathijs says, "but we're definitely getting there. We’ve recalibrated the dead zone to be more responsive and significantly reduced the input lag, resulting in far better accuracy. Best of all, we've managed to retain that sense of weight that set Killzone 2 apart from other shooters. I can't wait for people to try it out."

Personally I had no problems with KZ2's controls, I even enjoyed them, but I can see how people used to COD and like games would. Yet to play any other game that replicated a gun's weight like KZ2 did though. I think KZ3 was a decent compromise.
 

Melchiah

Member
Input lag potentially worse than day one UC3 sounds like a borderline deal breaker in a game like this. If I'm trying to shoot, you can bet your ass I want it to count.

It didn't prevent me from hitting the targets in Killzone 2, in fact it worked very well in the context of the game, by adding more inertia to the movement. Which might be the idea here as well. I have absolutely no worries in this regard, as I loved how KZ2 felt, even before the whiners' patch.
 
I know this makes me an asshole but I really did like the way Killzone 2 played. Input lag or not, I did like it for the way it did bring a certain heft to the way the game controlled. >_>

Why are we talking about KZ2? :p
 

Auto_aim1

MeisaMcCaffrey
Killzone 2 definitely had input lag--almost 150ms. Guerrilla tried to deny this for a while but later ended up patching it. I think most dedicated players learned how to play with that and actually preferred the pre-patch controls.

I wouldn't be worried about the input lag in TLoU because it may actually suit the game.
 

meta4

Junior Member
It isn't something they choose...


High input lag is a result of engine programmers failing miserably at their goals.
The kz2 'patented' 'weight' was a desperate marketing spin.
It is infuriating to see people fall for it and I can only imagine how people like Carmack must feel when they have worked for most of their careers on reducing it when they see someone parroting marketing speak and defending/praising a game like killzone 2

Hang on a sec. KZ2 has weight. It also has input lag. The problem comes when people confuse the 2. The reason KZ2 has weight and atleast contributed to the illusion of weight - Heavy recoil, slower animation ( aim down sight in KZ2 has a longer animation than say a COD ), turn speed ( crucial reason ) and massive use of motion blur.

What it did have was also input lag which was most certainly a problem. KZ2 most certainly had weight not because of input lag.
 
This is not a big FU to AAA games, this is another AAA game if that is true. You should not be able to go full action in an actual survival game.

I'm waiting for someone to have the balls to not cater to every brain dead asshole on this planet.

The only way you're going to prevent people from playing like that is by putting those annoying instant game over alarms in games. Which is a terrible gameplay mechanics and a really cheap way of eliminating action gameplay.

The only other of trying to curve it is by making the action route punishing. And that's what TLoU does from what we've seen and heard.
Calling attention to yourself in an area full of Clickers (one hit kill enemies) seems like a really dumb thing to do. And that's what you'd do if wanted to as Rambo in the game.
 

Shikoro

Member
Input lag, boo-hoo. If that's a dealbreaker for some (most) people, then the game isn't for you. Just like KZ2.

Translation: you suck at games. :p
 

Melchiah

Member
Killzone 2 definitely had input lag--almost 150ms. Guerrilla tried to deny this for a while but later ended up patching it. I think most dedicated players learned how to play with that and actually preferred the pre-patch controls.

I wouldn't be worried about the input lag in TLoU because it may actually suit the game.

What's there to deny? Sometimes games include features, or deliberate hindrances, that fit the idea and the gameplay, and might make them more realistic. Everything doesn't have to be made according to the lowest common denominator (ie. CoD), but unfortunately in some cases the developers bend over due to the whiners' outcry (ie. GoW:A trophy outrage).
 

Derrick01

Banned
I'm sure the 5 seconds you go in guns blazing will be worth it.

Also the original trailer I believe was what they ment by action.

I dunno I don't think I want to believe game journalists when it comes to difficulty as they tend to be more casual gamers than people who are supposed to play games for a living. I'm starting to believe it'll actually be possible to rambo your way through spots, if not clickers then the human enemies.
 

Brannon

Member
Believing that input lag = weight... You'd have to be as retarded as those that ate the marketing tripe that 'rumble was last gen'. The response time if KZ2 was universally delayed, right down to the title screen, the pause and options menus, you name it.

Pretty sure menus aren't supposed to 'weigh' anything. And if it takes as long as it does for a bullet to fly out of your gun after you pulled the trigger in real life as it does in KZ2, then, fuck.
 

EagleEyes

Member
I wonder if Uncharted 3's control issues are a better comparison? If so it could indeed be bad news.
It still blows my mind that ND had no idea they shipped a game with funky aiming controls and had to have outsiders come in and help them figure out what was going on. Not to mention nearly any of the initial reviews for the game called this problem out either. Yet the minute the game came out, gaf was all over the issue.
 
Is it safe to read the OP? i.e. any spoilers? Actually I'm not gonna read it, I have only seen the E3 gameplay video and the ambush video and am on complete media blackout, just tell me, is it good or bad?
 

Melchiah

Member
Believing that input lag = weight... You'd have to be as retarded as those that ate the marketing tripe that 'rumble was last gen'. The response time if KZ2 was universally delayed, right down to the title screen, the pause and options menus, you name it.

Pretty sure menus aren't supposed to 'weigh' anything. And if it takes as long as it does for a bullet to fly out of your gun after you pulled the trigger in real life as it does in KZ2, then, fuck.

The thing is, was that a deliberate decision, that just backfired due to the CoD crowd? It wouldn't be the first time a game featured a deliberate hindrance of some sort.
 
What's there to deny? Sometimes games include features, or deliberate hindrances, that fit the idea and the gameplay, and might make them more realistic. Everything doesn't have to be made according to the lowest common denominator (ie. CoD), but unfortunately in some cases the developers bend over due to the whiners' outcry (ie. GoW:A trophy outrage).

Here we go again, low input lag the lowest common denominator?
So street fighter on a crt arcade cabinet at 60 fps is lowest common denominator?
Quake 3 is lowest common denominator?

Attack the argument not the poster is the rule on gaf but I'm sorry,reason keeps failing because you are a fool who falls for marketing spins.
You can lead a horse to water and all that, enjoy your 150 ms (+ 50-100 from your awesome HD led but not really tv, +10 from your wireless controller) of delay and then your 200+ ms lag on the hit detection when you play it online with that superpro (not lowest common denominator shit) peer to peer connection, with probably a ton of packetloss from that wifi connection you undoubtably use.

For people wondering why I get agressive, it's because the people defending this are only doing so because they haven't the slightest clue about what they are talking about.
It's like getting lectured by an 11 year old on sex, and kids say the darnest things.
 
So yeah, what's your opinion on Grand Theft Auto 4's input lag?

Yeah, yikes, I remember GTA4's input lag being real bad (on PS3, which I played on), made the game frustrating to play for me. It was hard to tell though how much of it had to do with the Eurphoria engine.
 

Anteater

Member
It still blows my mind that ND had no idea they shipped a game with funky aiming controls and had to have outsiders come in and help them figure out what was going on. Not to mention nearly any of the initial reviews for the game called this problem out either. Yet the minute the game came out, gaf was all over the issue.

To be fair, uncharted 3's aiming issue was more awkward and a lot couldn't even tell what was wrong with it other than that it's "off" (I still don't know what was wrong with it), and it's perfectly playable because it only affected aiming and you have other things like meleeing/blindfire to make up for it, so most could easily work around it and beat the game on crushing before the patch.

I don't think it was an input lag people had issues with, it just wasn't precise.
 

Melchiah

Member
Here we go again, low input lag the lowest common denominator?

What I meant was, that everything doesn't have to be made according to what the mainstream likes the most at the moment, namely CoD. It just leads to everything being watered down, and having no personality of their own.


Attack the argument not the poster is the rule on gaf

Then why don't you follow the rule?


For people wondering why I get agressive, it's because the people defending this are only doing so because they haven't the slightest clue about what they are talking about.
It's like getting lectured by an 11 year old on sex, and kids say the darnest things.

I think I just might have played more games than you ever have. After all, my first game was Pong.
 
What I meant was, that everything doesn't have to be made according to what the mainstream likes the most at the moment, namely CoD. It just leads to everything being watered down, and having no personality of their own.

Input lag has nothing to do with that though. It's a flaw not a feature.
 

XOMTOR

Member
Hang on a sec. KZ2 has weight. It also has input lag. The problem comes when people confuse the 2. The reason KZ2 has weight and atleast contributed to the illusion of weight - Heavy recoil, slower animation ( aim down sight in KZ2 has a longer animation than say a COD ), turn speed ( crucial reason ) and massive use of motion blur.

What it did have was also input lag which was most certainly a problem. KZ2 most certainly had weight not because of input lag.

Exactly, input lag is an exact number that can be measured in ms. Killzone 2 did indeed have input lag but most people playing Killzone 2 confused it with the slow acceleration and deceleration of the analog sticks. In KZ2, the aiming reticule doesn't stop as soon as you let off the right stick; you have to anticipate and let off early or you'll overshoot your target. It's not like COD where you flick the analog sticks and it aims on a dime.
 

Vinci

Danish
The thing is, was that a deliberate decision, that just backfired due to the CoD crowd? It wouldn't be the first time a game featured a deliberate hindrance of some sort.

People who value games not playing like shit, whether by design or otherwise, are obviously COD freaks - I agree.
 

Valnen

Member
What I meant was, that everything doesn't have to be made according to what the mainstream likes the most at the moment

The reason developers try to avoid having input lag in their games isn't to cater to the "mainstream", it's because they don't want their game to be an unplayable piece of shit.

As someone said above me, input lag isn't a feature. It's a game crippling flaw.
 

Brannon

Member
UC3's problem seemed to be 'stairstep' aiming along the diagonals. Instead of, say, having the aim reticle move northeast to aim at somebody up and to the right, the reticle would momentarily move right, then up, THEN start moving normally. It was brief, but it made a huge difference, especially since the other two games had normal aiming.
 

Derrick01

Banned
IF you get enough ammo in this game to go in "guns ablazin'," I'm not buying it.

Well I took that statement figuratively. Like you could find enough melee weapons around to go nuts too. As for guns in all the footage I've seen the guy only gets like 4-5 bullets at most, and they don't 1 shot most enemies unless it's a headshot on normal humans. And from the looks of it they're not like tomb raider's AI where they just sit there peeking their heads out behind cover. They do a lot of shifting and moving and bobbing.
 
Hmmm.

Input Lag? healing QTEs?

I'm starting to think this game isn't going to be for me. Personally, for games, realism usually has an inverse relationship with fun. And I want my games to be about fun.

I'm still interested, for now.
 
Hmmm.

Input Lag? healing QTEs?

I'm starting to think this game isn't going to be for me. Personally, for games, realism usually has an inverse relationship with fun. And I want my games to be about fun.

I'm still interested, for now.

Where did it say QTEs? Am I reading the wrong OP?
 
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