Hot Pursuit cuts pad lag to new lows

Is NFS the most responsive game this gen?

"So, 30Hz... it'll be really interesting to see what your latency measurements come out as. We think latency is pretty good... We think we might be 83ms... or 100ms."

Back in July, Digital Foundry interviewed the Criterion tech team about their latest game, Need for Speed: Hot Pursuit, released in the UK and Europe yesterday. Engineering gurus Alex Fry and Richard Parr discussed the challenges in dropping down to 30 frames per second after the 60FPS loveliness of Burnout Paradise, concentrating in particular on the issue of maintaining their trademark low-latency, crisp controls.

Today's Face-Off feature doesn't just tackle the differences between the Xbox 360, PlayStation 3 and PC versions of Hot Pursuit - we also benchmark controller response, pitting the new Need for Speed up against the 66ms input latency of Paradise. In all of our tests thus far, we've yet to find a 30Hz game able to beat the 100ms threshold, while the only 50ms response we've seen has come from the PS3 XMB.

The result? For the Xbox 360 version, we have a confirmed 83ms, meaning that despite halving the frame-rate, controller response is diminished by just one frame when compared to Burnout Paradise. Better still, for PC owners running the game at 60FPS, latency is cut down to just 50ms, making it the fastest pad response we've measured in any of the games we've looked at.

A 60FPS camera and Ben Heck controller monitor board allows us to measure the number of frames between pulling the brake trigger and brake lights kicking in on-screen. Deduct display latency and we have our total.

We took our findings back to Alex Fry at Criterion, who replied with this in-depth technical explanation of how the game engine works, specifically in how the controller code fits in.

"The way the architecture works is to run the game simulation internally at 60FPS, and it's polling the controller once for every simulation step so you get as up-to-date inputs as possible," Fry explained.

"The render code (building display lists for the GPU to consume the next frame) immediately follows the two controller poll/simulate loops, and then it waits for v-sync. Thus on CPU we get two 60FPS updates and one 30Hz render in a total of 33ms.

"When the CPU is done and v-sync is hit, the GPU kicks off and renders the scene while the next simulate/render frame happens in parallel on CPU. Once done the GPU also waits for v-sync (which also syncs it to the CPU), thus adding another 33ms. Then TV scan-out happens to get the final image to screen, which adds a final 16.6ms."

The total of all of this is 83ms, and theoretically this is the absolute fastest controller response we're likely to see from a 30FPS title. But the 50ms measurement from the PC version also demonstrates that the approach Criterion has taken yields dividends running at 60FPS too.

"On the PC version, it's obviously able to go to 60FPS so we don't clamp it to two simulate loops per render," Fry continued.

"So, if both the CPU and GPU are fast enough, we only do one controller poll/simulate loop before we need to render, thus achieving 60FPS with only 50ms latency (16ms controller poll/simulate then render, 16ms GPU, then 16ms scan-out)."

So having reached the theoretical limit for controller response on a 30FPS title, could Criterion do the same for in a 60FPS console game?

"In theory, if we were able to achieve 60FPS on console, this architecture would get to 50ms latency on console... but we're not at 60FPS, so we can't. You can test it in the Autolog menus though, since they do run at 60FPS (as long as you're not in the car select screen which runs at 30 again)."

Comments (23) Latest comment 2 years ago

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  • Pickster #1 2 years ago

    I'm wondering if there is a reason why the PS3 version wasn't tested to confirm it is the same as the 360.

    It seems pretty obvious to me that it is the same. The technical reason for how the 30fps controller record was broken says 83ms cannot be improved upon and the fact that the face off says the 360 and PS3 are identical tells me that the PS3 version is no worse.

    Still it would be piece of mind for some people to have the lag (or lack of) confirmed for the PS3 version.
  • dsmx #2 2 years ago

    lol PC owners? Most of them are having serious problems getting the game to run judging by the forum posts over at EA. Apparently the solution is to turn off most of the cpu cores so you run it on only one, how on earth that massive bug got through QA is anyones guess.
  • rodpad #3 2 years ago

    Whilst I don't doubt the claim, it feels horribly unresponsive, although I'm sure that's due to odd physics and car handling.
  • TheNinkyNonk #4 2 years ago

    "Is NFS the most responsive game of this gen?"

    Perhaps, but the bloody 'cars' aren't!!
  • BruiserBear #5 2 years ago

    If you noobs actually knew how to play racing games you wouldn't be saying this game is unresponsive. Feels great to me!
    Edited by BruiserBear at 20/11/10 @ 13:41
  • M1chl #6 2 years ago

    I feel like this has the worst lag I have ever seen in video games, but DF articles claims totaly diffferent situation. So why Cryterion made such horrible driving model? Its like cruising in 150mph in tank, I really don't enjoyed the demo. Also played a full version in my friend and find out, that almost all cars shares the same broken driving model. I am sorry to say this, because I was really looking forward to this game, when first trailer comes out...
    Edited by M1chl at 21/11/10 @ 15:06
  • Nephirion #7 2 years ago

    @M1chl

    Pigeon english ftw ^^
  • handsonhips101 #8 2 years ago

    In my twenty years of gaming I've never been bothered by 'lag'

    killzone 2 was fine for me. To be honest I've never paid mind to it or noticed it.

    Why the new obsession?
  • M1chl #9 2 years ago

    Nephirion: Yeah I suck. I know it, sorry for that. Tried my best, still suck. Hope that my English abilities gonna be better : )
  • handsonhips101 #10 2 years ago

    @M1chl Pigeon english ftw ^^

    That's just as bad.

    Pretty sure its 'pidgin' when regarding language. Lol.
  • jamesworkshop #11 2 years ago

    @Pickster

    They do not have a light pad for the PS3


    What I want to see is what input lag could you get if the PC version did not cap the framerate
  • Pickster #12 2 years ago

    I'm pretty sure there is now a led display board for the PS3 and has been for some time. It wasn't a problem for Vanquish
  • secombe #13 2 years ago

    As many others have mentioned, although technically it's not laggy, the controls feel horribly 'muddy' and unresponsive. The weight just feels all wrong, on the one hand it's very heavy, on the other it's extremely light when you try and catch a slide.
  • Miths #14 2 years ago

    The only issue I really have with the input and controls in this game, as that's it's the type of "ultra arcade" racer where you never ever take your foot... sorry, finger, off the accelerator. You just floor it 100% of the time and then use the brake lightly to induce drifting when there's a corner or obstacle to get around.

    I like a wide range of racing games types (in a few days I'll be playing GT5 with my Logitech G25 wheel, and when I'm in serious die hard sim mood I play iRacing or load up netKar Pro for some hotlapping), and while that includes pure arcade racers, I generally prefer the type that does require at least some semblance of semi-realistic throttle and brake use. And the option of manual gears (not only doesn't Hot Pursuit give you that, for some weird reason they've given many of the six speed cars seven auto gears).
    NFS Hot Pursuit is about as far from that as you can get, and if it wasn't for the beautiful scenery - and some mostly pretty entertaining races and other event types - I suspect I might not have bothered playing it past the first hour or two.
  • StolenGlory #15 2 years ago

    "Is NFS the most responsive game this gen?"

    Oh DF, you do jest!

  • rojjer #16 2 years ago

    wow.. don't get how people don't like the racing model in this game?? Everyone is different I suppose so maybe that factors into it a bit. I also liked burnout paradise handling which isn't 100 miles away from how NFS: HP handles. I suppose the key is realising that its very arcadey and in no way realistic (Forza/Gran Turismo).

    Obviously, I love it! And the Autolog feature is great for my friends list as we're seldom on all at the same time, and I know how infuriating it is when it pops up 'X just beat your time in X, you are now 2nd amongst your friends' hahaha
  • FuzzyDuck #17 2 years ago

    Hooray for the boffins at Criterion showing everybody else how it's done. Again.
  • AbsolutelyNOTbosker #18 2 years ago

    Seems this game is very much Marmite and I absolutely love it! Not felt like there is any lag and I agree the first few corners were a bit.... don't really know how to describe it, but it was very much so, a bit of it.

    Something clicked during my first race on the demo and I think it plays like a dream now that I have been enjoying the full version.

    I'm not looking any further into whether or not a game is fun... if it isn't fun, then I'll pick holes :)
  • retr0gamer #19 2 years ago

    A very simple solution to the 30 FPS response problem. Kudos to Criterion for coming up with such an elegant solution.
  • Rimfro #20 2 years ago

    Like many of you, I thought the lag was a game breaker until I turned on the game mode on my LCD. After that, the game was as responsive as any other racer I've played. If you are playing NFS:HP on anything other than a CRT, I'd look into switching on the game mode. On my Samsung it makes a world of difference, and works as advertised. Like I said, before activating game mode, it was nearly unplayable.
  • Collymilad #21 2 years ago

    I love Criterion.
  • CaptainKid #22 2 years ago

    Pad lag?
    What will they come up with next.

    I can play from The Netherlands to New York online with 100ms ping.
    How can a controller only 2 metres away from a console have 66ms??
  • StolenGlory #23 2 years ago

    Rimfro, could you go into a little bit more data about the 'game' mode switching? I thought that it merely just tweaked the contrast/brightness settings as opposed to anything really significant.