Guerrilla cuts Killzone pad lag
Accel, dead zone, latency improvement.
Guerrilla Games is promising tighter, more responsive controls for the forthcoming Killzone 3.
Writing on the official Killzone site, Guerrilla Game Director Mathijs de Jonge described the difficult decisions the team took in addressing this highly contentious issue. On the one hand, the response from the controls was the subject of much criticism from many gamers. On the other, the sensation of weight and inertia was one of the defining features of the game's primary handshake with the player.
"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 wrote. "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."
Back in February, Digital Foundry took possession of a DualShock 3 controller adapted by legendary modsmith Benjamin Heckendorn. Connected to an LED monitor board, it allowed us to measure the latency between button press and on-screen action, the so-called input or controller lag.
Our result? The simple act of firing a pistol (something you wouldn't expect to have much heft or inertia) took 150ms from button press to muzzle-flash on-screen. In more challenging scenes, with the game dropping frames, latency was even higher. In comparison, most other first-person shooters running at 30FPS tend to weigh in around 100ms to 133ms max, while 60FPS titles like Call of Duty 4: Modern Warfare can achieve a very respectable 66ms response in optimum conditions.
The official Killzone site talks about the team "going back to the drawing board" in improving controller response.
"Right now it's still a work in progress," Mathijs explained. "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."
We played the E3 demo of Killzone 3 at the event and while clearly a proper analysis wasn't possible within the confines of SCEE's press lounge, there was definitely a sense of an additional crispness to the controls. However, in the pre-alpha demo there was still a somewhat variable frame-rate - definitely one of the significant contributory factors in adding to Killzone 2's controller lag.
Overall impressions were very positive though, and bearing in mind how little has been shown of the full game thus far, we can't wait to see more.
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Comments (48) Latest comment 2 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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My biggest bugbear was the shoehorning of Sixaxis controls into the game with planting charges and i hope this is removed from KZ3.
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If only thye use their dev time getting the game running at 60fps instead of halving the frame rate to do 3d
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Either way, you don't appear to be 'winning' this debate (if you can even call it one), because the developers have clearly seen the error of their ways and are rectifying it.
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BS.
If you didn't like the game, go play something else. It was as the devs intended it to be and they are only changing it to ensure more sales. Sad really.
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I don't agree, as bdc says when holding a weapon (say a rifle) in real life you just don't get the kind of sensation represented in Killzone 2.
They are fairly light (especially for a soldier) and quite easy to quickly move and aim, they have to be!
Anyway, I enjoyed Killzone 2 but wasn't keen on the feel of weapon lag. I haven't campaigned for CoD style controls either but from reading the article it sounds like Guerilla have settled on a happy medium.
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if you want realism play operation flashpoint, oh and whats this bullshit about mw2 players getting there way. did mw2 invent responsive controls now, as well as games in a modern setting, like all the retards that have never heard of ghost recon or soldier of fortune think??!! Control lag is never a good thing and is not the same as movement speed or sway
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Funny, it didn't look like I was in the middle ages when I played the game.
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I believe he actually meant the rather archaic feeling comprising the level design, which was definately the case.
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Also, some people definately need to check the difference between input lag and actual weight.
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Nice to look at (in a blurry muddy way) and atmospheric. Just not that enjoyable.
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Same here. I pre-ordered a Move starter pack + Navigation Controller the other day, and one of the genres I'm most looking forward to trying it out with is definitely shooters - both singleplayer and online.
I have no idea what to expect - I've never had the opportunity to try a Wii (and it's probably been a couple of decades since the last time I tried a light gun shooter in an arcade) - but I'm hoping it will improve the experience.
I'm less concerned with how competitive you might be with Move versus a DS3 - I'm rarely above the middle of match scoreboards in online shooters anyway, so having to relearn a new input method doesn't exactly worry me if it means an overall more entertaining experience.
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Killzone 2 had excessive lag (response time), that is a technical issue that should be corrected. This is a fact, it was felt by most players and was demonstrated by Digital Foundry thanks to their lovely LED-enabled pads and some frame counting. Lag can never be regarded as a feature, it subtracts from the experience, separates the player from the game and is a pain in the ass made worse if the framerate isn't rock solid.
On the other hand the team seemed to make the player movement in the game different from other shooters: Slower, with a greater sense of weight and inertia. That was a gameplay design decision, and I consider it to be a pretty good one. That is a feature from the game that should be respected and kept for the sequel, as it gives identity to the game. It's how the game feels.
So let's take the racing example: Forza 3 is locked at 60fps. That means that the game is reading your input every 16,67ms. It has a great engine that provides reliable feedback with a 4 frames delay (66ms). That is the technological foundation of the game! The task of making each car feel different and unique is up to the game designers and programmers. A game with constant lag is a treasure, because all things in the game behave the way they were designed to behave.
So, Killzone fans rejoice: Reducing the lag and making it more consistent is never going to hurt the weighty feel of the game, it's just going to make that weighty feel respond better to the player inputs.
Hope it helped to clarify the topic...
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The games are being idiotified just to let twitchers think they can play, and to present ever more unrealistic gameplay. Too easy to hit something means you need stupid game mechanics like health bars, magic first aid kits and recharging health and shields to compensate. I wish someone had the balls to make a game where (a) it's hard to hit someone, and (b) they die when you do!
At least for KZ3 I hope they leave the meaty KZ2 controls as an option for the non twitchers.
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It's like trying to play Halo or COD on my really old LG LCD with such a terrible response time. Not something i enjoy... Not one bit.
The multiplayer felt as though it could never be competitive with the latency either.
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So I guess something inbetween is needed, because I don't want it feeling like Quake, and my friend doesn't want to be running through custard
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Which incidentally, proved im not crap at FPS multiplayer games, only ones where auto aim is ramped up to 11 by default!
On a different note, I hope they keep the objective based missions for MP, and maybe expand the scope a bit? Kinda hoping for MAG lite, which reminded me a lot of KZ2s multi for my first couple of hours
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I also hope that whatever adjustments they are making to the control scheme will silence all the whiners. While some have made valid complaints about the measured latency, I feel a lot of people just weren't very good at the game and needed an excuse. The controls have definitely not been an issue preventing a lot of players from becoming really good at this game, but you wouldn't know that unless you actually play the game online.
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First, I can't imagine any gun exists that doesn't respond immediately when the trigger is pulled. That's something that has nothing to do with the strength of the wielder or the weight of the firearm. In any game, when you press fire on the controller you should not notice a delay before the action appears on screen.
Second, I can understand the idea of weight and inertia but that's not what I didn't like. My idea of inertia is, it takes time to reach full running speed or turning speed when the stick is pushed, or to come to a stop when you release the stick. Fine. But there shouldn't be a noticeable delay between pushing the stick and your character starting to move, however slowly the game designers have decided that initial speed should be. This doesn't contribute to a feeling of intertia, just a feeling of disconnection between you and the game.
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I appreciate some people want realism, but stating about going to the shooting range... come on, this is a game about space marines fighting in the future.... lets not go down the "Ive fired a real weapon...and guns dont react like this"... its a GAME... if games mimic'd real life then games would be pretty boring on the whole.
Ps I have fired a gun in real life (SA80)... before anyone says i should try it... and no i dont think it matters in the game.
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There's a difference between inertia and the game taking 2-3 million years to respond. In fact, tons of games have done the inertia thing, they just aren't as recognized for it because they make it feel right.
Also, welcome to PC gaming, we've been doing the realism shtick for a while now. In fact, if your PC can play Half Life 2, I think there's a mod that does realistic gun combat? Forgot the name, but its pretty awesome, and really hard. The game punishes sprinting everywhere by making the amount of stamina you've got left harm your aiming, stuff like that. My favorite feature was probably getting hit by a headshot. The screen goes black instantly. Really wish I remembered the name, but I never played it much as the only Source multiplayer FPS I could play was Day of Defeat(which does have insanely lethal weapons) and TF2.
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KZ devs sound like they are reducing input lag but retaining weapon weight and inertia, which is good. I do like the fact the weapons don't make the game feel like you are playing The Secret Of Monkey Shooter. Click enemy to die him.
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This was especially tricky in terms of fine adjustment, when you were only a few degrees off your target (in terms of swivel). You then had to repeatedly jerk the stick to either side, until – often by chance – you would finally line up with it. So I am glad they address the dead zone and try to tighten it up.
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"They are fairly light"
r.e. guns.
I wouldn't say that. Even at 4-5kg it gets very tiring holding one.
I use to shoot a .22 bolt action rifle at the Air Training Corps and it would ache my arms fairly quickly.
Admittedly I'm no beefcake though.
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Bring on the negs fanboys
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couldn't agree with you more.
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People are complaining about lag, responsiveness and balance.
It's a completely different matter.
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Guerrilla made two changes to the controls post-release, one gave several alternative options to the button layout, including "Alternate 2" which is similar to the COD standard controls. The other was a high precision mode, which eliminated this so-called "dead zone". I just got off a server and specifically looked for both the dead zone and delay that so many are complaining about here, and to me it's honestly not an issue. The other shooter I play regularly is MAG, and I have no trouble moving between the two. However it is quite obvious that the feel of the controls are distinct between the two games.
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Frame rate and input rate do not have to match. Forza could read your input at more than 60Hz.
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I recall that in Forza 3 the graphic engine refreshes at 60Hz and the physics engine updates at 360Hz. However, I've never heard of the controller polling rate (in Forza, or any other game). It could be higher than 60Hz but I don't know if the XBox360 controller is even designed to be able to provide data that fast... Never thought of that until today.
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It's been proven that KZ2 suffers excessive lag. Yet people still argue the toss about it... Lag in a game is not the same as having an effect of weight and inertia. If you want to add weight and inertia to your controls it should be done with no extra lag.
if I have a huge gun I might be slow to turn, but the time it takes for my brain to think about moving and my arm starting to move remains the same weather I'm carrying a rocket launcher or a pistol. Excessive lag is a bit like having a delay in this thought process.
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I work for The British M.O.D. and have had experience handling sa80's (http://en.wikipedia .org/wiki/SA80) and they are anything but light. The weighty feel for killzone is to simulate the body Armour the characters are wearing and the large weaponry they use. You try turning and firing that quick if it were real. Mw just ruins all that by allowing you to turn sensitivity up to stupid levels where you spin like a moron.
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Killzone 2 was fantastic to look at, but (in my opinion) not very fun to play. I am pretty bad at playing games, tho. I never got to finish the last fight, with Col. Radek. As a result, I am not all that psyched about the next in the series. Just me I guess.
Personally, I did not like the sluggish controls, but at least it was not as bad as Army of Two 2, where the protagonists felt lethargic.
Smart of them to go mainstream on the control scheme. It's like cars: nobody will accuse anyone of plagiarism for making the foot pedals behave pretty much the same way they do in other car. Making the middle pedal change radio stations instead of breaking would be homicidal.
Adhering to established conventions is usually good, user-friendly design. Inventing a new and improved wheel very rarely works out.
Killzone 3 will need to score at least 9 to tempt me, and even then I'll probably wait for the platinum.