Well I definitely hope so.From the looks of it at the bottom, I think you have to mimic motions and it's not 1:1.
Huge latency, or am I mistaken? Look at the right player:
~60 ms with processing
VG Leaks state the latency for Kinect 2.0 is:-
That video is more like 500ms. Something is seriously wrong.
I'm going to guess IGN was looking at a raw mapping of depth data, maybe overlaid with a video of themselves.
If there was a video overlay or thumbnail, it would of course look like there's no latency...because the video would be synched to depth map. The depth map itself would be only half the story as far as processing involved for most games goes.
All totally different to a real game using skeleton tracking.
From the looks of it at the bottom, I think you have to mimic motions and it's not 1:1.
Basically if you see this gif and think thats a problem with Kinect and not Ubisoft then you're doing it wrong.
Input lag can be one cause, the other is recognition.Just reading some stuff on IGN and other sites and they say the input lag has almost disappeared. I guess the reality is that it hasn't.
It would explain why no Kinect games were shown at E3.
so much for unnoticeable input lag
Why are they even showing the live demo if they have so much problem with input?
From the looks of it at the bottom, I think you have to mimic motions and it's not 1:1.
VG Leaks state the latency for Kinect 2.0 is:-
That video is more like 500ms. Something is seriously wrong.
Yah, in the garbage bin.Kinect has it's place, but this reminds me of playing boxing on the Wii with my brother. I tried to take is serious and be strategic. He did this
and kicked my ass.
says the video is private
VG Leaks is a bit vague about what that 60ms gets you. The doc they published says "End-to-end system latency for Kinect is measured as the time from light hitting the sensor through to the display outputting an update based on that input. " - an update to what, though? The minimum they might be referring to would be a depth map update. That would represent the minimum lag rather than the max - the max depending on what processing a game requires of that depth map to infer intended input. For example, skeleton processing may not be counted in that. So you might have more lag inside Microsoft's library - if you need that type of tracking - plus then your own game's pipeline's lag.
I'm sure Ubisoft's own code is a big contributor here but the VG Leaks number may not be the end of the story as far as base processing goes.
Look at both players lol. Major lag/delay.
That looks terrible. So much lag.
The Fight: Lights Out?
I'm going to guess IGN was looking at a raw mapping of depth data, maybe overlaid with a video of themselves.
If there was a video overlay or thumbnail, it would of course look like there's no latency...because the video would be synched to depth map. The depth map itself would be only half the story as far as processing involved for most games goes.
All totally different to a real game using skeleton tracking.
Input lag can be one cause, the other is recognition.
Compare the demos they showed at E3 where it pretty damn well looked like they synced up 1:1 to this and you can tell that when your making an actual game there are a lot more factors to consider. What I think is happening here is that they're flailing and not even necessarily throwing punches but doing a sort of dance move that Kinect is trying to decipher when it's decidedly a punch and not just a push/throw. It's a design issue that won't really be solved no matter how good your latency is because your physical motion needs to complete, which by then might be too late. Hardware is an easy scapegoat for people who just came in here to rag on Kinect. Much more at play that needs to be considered.
VG Leaks is a bit vague about what that 60ms gets you. The doc they published says "End-to-end system latency for Kinect is measured as the time from light hitting the sensor through to the display outputting an update based on that input. " - an update to what, though?
This game is 1:1 the way Twilight Princess' sword fighting is 1:1.The interviewer in the video asks "so its really kinda 1:1, you punch and then you see it punch on the screen?" and the guy responds "yeah, its really 1:1"