CassidyIzABeast
Member
There is an explanation for both the reports of barely no lag vs. this video: Kinect lag depends on the number of players, so one player, 120 ms lag, 2 players, 240 ms lag ...
That was more like 500ms of lag.
There is an explanation for both the reports of barely no lag vs. this video: Kinect lag depends on the number of players, so one player, 120 ms lag, 2 players, 240 ms lag ...
You can see from this video that the latency is indeed almost zero.
Yes please.As the link is now private, download it from here:
Edit, didn't know that host was banned! Reuploading somewhere else lol.
You can see from this video that the latency is indeed almost zero.
http://www.youtube.com/watch?v=bdviGrPaQDQ
So It's really up to the developers to write efficient algorithms to convert that skeletal data to controller input.
At this point. I'm going to say. If I see significant lag in Kinect games. I'm going to blame the developer and not the hardware.
You can see from this video that the latency is indeed almost zero.
http://www.youtube.com/watch?v=bdviGrPaQDQ
So It's really up to the developers to write efficient algorithms to convert that skeletal data to controller input.
At this point. I'm going to say. If I see significant lag in Kinect games. I'm going to blame the developer and not the hardware.
Yep. And if you played Marvel Avengers or PoweUp heroes, you'd know this kind of lag is due to the game's design, not to Kinect problems. In those games, you don't do in reality the moves you want in the game, but simply issue some "gesture commands" that the game then translates in in-game actions. So it must wait until you completed your command to start executing it, and this causes the lag. That's a very different gameplay concept than, ie, Dance Central, where your exact movements are replicated in real-time by the game.You can see from this video that the latency is indeed almost zero.
http://www.youtube.com/watch?v=bdviGrPaQDQ
So It's really up to the developers to write efficient algorithms to convert that skeletal data to controller input.
Uploaded here:Yes please.
Movie spoiler, beware! (as unlikely as it is that you didn't know).
It should be called "Fight Club"and the player should beat the crap out of himself.
A page full of "lol lag" comments from people who doesn't know what lag actually is.
Kinect 2.0 can track the body with very little lag. But writing the code on how those movements translate to on screen actions and movements on screen, how the animation plays out, which animations have priority, etc...that's all on Ubisoft.
This video is not an indication of Kinect Lag. Just like how using controllers movement in one game can seem floaty but responsive in another. See Japanese fighting games vs the "stiff" Mortal Kombat animations. Call of Duty vs. Killzone, etc...
First Kinect game they show (at gamescom) and it's an unoriginal stupid fighter, man...
This game is 1:1 the way Twilight Princess' sword fighting is 1:1.
Like this?Both sides shown on that video are from the Kinect's point of view, meaning it wouldn't show any lag. You'd need a video that showed the skeletal demonstration, but with a separate camera showing the person doing the motions so you can see any input lag.
For a game, you still need the "simple input = cool looking move onscreen".
You can see from this video that the latency is indeed almost zero.
http://www.youtube.com/watch?v=bdviGrPaQDQ
So It's really up to the developers to write efficient algorithms to convert that skeletal data to controller input.
At this point. I'm going to say. If I see significant lag in Kinect games. I'm going to blame the developer and not the hardware.
Yeah definitely, hopefully MS will invest money into a device that will allow players to make simple inputs that correspond to cool moves on screen, maybe something with the ability to input simple combinations to create even cooler moves.
Oh...
Both sides shown on that video are from the Kinect's point of view.
What? That is from the kinect's pov.
No they are not.
A page full of "lol lag" comments from people who doesn't know what lag actually is.
Kinect 2.0 can track the body with very little lag. But writing the code on how those movements translate to on screen actions and movements on screen, how the animation plays out, which animations have priority, etc...that's all on Ubisoft.
Basically if you see this gif and think thats a problem with Kinect and not Ubisoft then you're doing it wrong. .
Because not all inputs need to be primary and not every genre needs frame-accurate inputs.Why do people think Kinect is viable as an input device for gaming at all?
Controillers are already handicapping enough, and then they want to increase the lagg and have no tactile feedback?!
Who thought this was a good idea?!
Thank you!
Huge latency, or am I mistaken? Look at the right player:
A page full of "lol lag" comments from people who doesn't know what lag actually is.
Kinect 2.0 can track the body with very little lag. But writing the code on how those movements translate to on screen actions and movements on screen, how the animation plays out, which animations have priority, etc...that's all on Ubisoft.
Basically if you see this gif and think thats a problem with Kinect and not Ubisoft then you're doing it wrong.
This video is not an indication of Kinect Lag. Just like how using controllers movement in one game can seem floaty but responsive in another. See Japanese fighting games vs the "stiff" Mortal Kombat animations. Call of Duty vs. Killzone, etc...
Youtube Version - http://www.youtube.com/watch?v=754jUu6Z9c0
Can someone makes Gifs of the interesting parts? I cant see any of these links at work lol.
Substantiate that claim.
For matching patterns in real-time video feeds you usually need more than one frame to extract and detect objects in motion. You need the delta between many images to be sure that a certain shape in frame A represents the same physical object as in frame B. I'd guess that this pre-processing step is included and might even be done in hardware. Newer camera systems in autonomous vehicles work that way.
The extraction of a higher-level model is usually done in software. In the case of the Xbox, that would be done by some operating system service. I am not sure, if they included that in the actual latency statement; that might be a theoretical value and the update of different models (skeletal, depth, force) certainly takes different amounts of time.
Yeah, that's what I mean, put more clearly
It seems to me that with few exceptions, game engines amplify base input lag. The base input lag here may not even be 'just' 60ms, depending on what kind of input you want to infer from the depth map, but 60ms is already high if that is just for depth map generation.
Given the variability with game engine latency, IMO if you want a good controller for games you really need something very low latency at the base.
lmfao.
Can someone makes Gifs of the interesting parts? I cant see any of these links at work lol.
The Kinect 2 also captures at 30fps (per vgleaks). I wouldn't be surprised if that's part of the problem. What if the game is 60fps vs 30fps image capture? Where are the engineers on GAF?