Digital Foundry vs. Console Lag: Round Two
PlayStation 3 and Arc camera put to the test.
It's been a week where Microsoft's PR efforts in promoting Natal to the mainstream press and celebs alike have been met with mixed fortunes. While Peter Molyneux soldiers on with good work evangelising the tech to both consumer and specialist press alike, puzzlingly the hands-on demos continue to run on the aged E3 2009 platform. Nobody outside selected, NDA-respecting developers knows the quality of the production version.
However, the potential is obvious: no less a man than Jonathan Ross describes it as "impressive... sky's the limit" but at the same time cautions that it's "not quite there yet", while his son went so far as put a disclaimer about the lag on his YouTube video showing Dad in "action". Hey, Natal news is so thin on the ground that we'll take it where we get it.
The truth is that Xbox 360 games in general and Natal in particular have been fairly easy to measure for so-called controller lag: the time taken between human movement and the action occurring on-screen. We've got a Ben Heck controller board for measuring 360 response while the video demo of Natal in our hands-on at gamescom last year speaks for itself and was the first real effort to measure its responsiveness.
So, can PlayStation 3 and its so-called "Arc" motion controller offering be put to the test in any kind of meaningful way? So far, the project has been even more carefully guarded than Natal. Less than two weeks from now, GDC kicks off and with it the first opportunity to get a good look at the wand and hopefully go hands-on with the motion controller. I expect it to be very good: after all, most of the component technologies that comprise the system are out there now for anybody to try.
The wand itself hooks up to the PlayStation via Bluetooth - just like your SixAxis or Dual Shock 3 - while motion-tracking of the wand itself is achieved using the PlayStation Eye, another piece of tech freely available to anyone. I picked up mine from the online SonyStyle store over Christmas for £15.
That being the case, we can assume that button presses on the wand will be as instantaneous as they would be on the traditional controller, while the accelerometer and inertia sensors would transmit in the same way, at the same speed. Movement is tracked using an already-available PS3 peripheral: the PlayStation Eye has plenty of software out there that already judges motion and processes video. This very nice little piece of tech has been pulled apart and reverse-engineered to the point where PC drivers are available courtesy of enterprising coder "AlexP". He confirms Sony's spec of 640x480 imaging at up to 60FPS, while the lower-resolution 320x240 mode is capable of double that.
Crucially for the purposes of our discussion, he is able to measure the camera's latency at just one frame, or 16.67ms. For the Arc project, Sony could’ve binned off the camera and used a new one, but PlayStation Eye's impressive spec is accomplished enough that they didn't need to do so.
But how does that one frame latency translate into actual gameplay?
Motion detection works by having the PlayStation Eye track the glowing, bulbous tip of the Arc wand and while we can expect plenty of tooling around and optimisations of the core libraries at Sony HQ, we can still get a good idea of how processing motion and video works in the here and now.
Sony's bundled PlayStation Eye tool, EyeCreate, can be used to give a best possible processing scenario. Boot it up and you'll see that it displays PlayStation Eye's input as is, with full resolution 640x480 at 60 frames per second. In these "best case" conditions, latency is slight - ballpark with 60FPS gaming titles like Burnout Paradise. PSN title Mesmerise is another interesting test: it processes the camera input for any changes whatsoever and turns those changes into a 3D visual. It's not Arc but both show the same underlying tech in use on the only area of the peripheral likely to incur game lag.
PSN title Mesmerise in action. Its cute visualiser using PlayStation Eye. Display lag on this Dell monitor has been measured at 50ms, so that has to be factored out when evaluating the video.
Results are intriguing. Mesmerise - a 60FPS title - appears to lag behind human motion by between 100 and 133ms. A more exact measurement isn't really possible. That figure takes into account the fact that the monitor involved scales slowly (720p has a three-frame, 50ms latency) and was used simply because it has been calibrated. We know how slow it is, making our measurement more accurate. I expect Arc to be the same, or better, in similar gaming circumstances.
Analogues for those figures can be found by measuring actual gameplay and we go to GDC expectant that Arc will work well as a direct joypad replacement. There's zero reason whatsoever to expect that button presses will be any less responsive than the trusty Dual Shock 3, and while movement might feel a touch less responsive, wand motion should carry far more information in terms of movement/trajectory. To put it basically, pointing is more accurate, precise and natural. As a parallel, the Wiimote has more lag than the PS3 pad, but there's no doubt that you can point and shoot at opponents far more quickly in the Wii rendition of Call of Duty 4, for example.
It's worth remembering of course that even factoring out the controller, game lag can vary massively from title to title. Now, for the first time, the PS3 can be put through its paces in controlled conditions. Digital Foundry has had a go at this before, of course. Back in September last year, we took a good, hard look at the latencies built into console gaming, with the emphasis on Xbox 360 titles.
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Comments (36) 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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Interesting read and you have clearly put quite a bit of effort into this, Hats off.
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Why don't you come back when that is a possibility, rather than commenting for commenting's sake?
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It's not impeding, it's just better when it's done right. I'm not a fan of Halo3, but I have to say that you feel the reduced latency from the get go. Sure, a title with higher input lag is still playable, but it feels clunky. And titles with variant framerate (like Mass Effect 1) will really feel weird.
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Given the lag reported here on Resi 5, I'm a bit concerned for that game when it has Arc capability, as it will introduce a little bit more input latency. It might feel a little bit 'off', like the original Red Steel did. Certainly not game-breaking, but not optimal. Games made from the ground up for Arc should be just fine.
I want to say thanks for this article, DF. I've been wanting it for a while. Now to check out that bargain thing on your latest tweet...
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Will probably get Arc and Natal....They are so different the games will be very different as well - A light aber for Arc and a boxing game for Natal...
Must put some strain on developers, they need to do 3 totally different games for the 3 consoles...
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Sony Sword waggle demo animgif
Here's also a poor man's latency test, on a 30fps video.. I measured 7 frames of latency, but I believe it would really be around 6 on a proper 60fps hd video..
Sony flash light demo animgif
edited to fix the urls..
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The lag in Lego Batman really is almost irrelevant as long as it's not crazy-slow. But yeah, I can see its importance in FPSes and beat-em-ups. Consistency is crucial though as the article points out. I remember playing Quake 2 on my 56k modem. I used to ping about 150-180, sometimes 110-130 on a good server and the wind was blowing in the right direction. On those good days, the extra 50ms or so was definitely welcome and not too large a jump to adjust my twitch aim to.
Then I remember finally becoming an SLPB with a ping of about 10-20 when I moved to uni and the adjustment took me a good few days at least. If the game itself has horrendous lag variance, compounded by sporadic online latency, that's going to be a right pain in the arse.
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I'm very intrigued by this. I think some 'retro' tests of classic 8 and 16 bit titles (both in its original and virtual console/pc emulation forms if possible) would be nice to see just how much we've lost in gaming responsiveness in the last 15-20 years..
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I agree that you can ADAPT to the latency of the game as long as its consistent, however the article reported that latency in KZ2 do varies in processing heavy areas, 150 ms upwards. The worse performing of the games on test here. For me its very noticeable and I had hard time forgiving the lag as felt that it was system letting me down not my reaction.
I did enjoy KZ2 but for me it was not worth playing it through again and again to put up with the latency, and I pray that GG can improve this for next game. If so then would certainly push KZ series much forward as a serious FPS contender.
I disliked the claims of lags was down to giving weapons weighs, that cheap shot. As hand gun get treated the same latency as the massive gun! Pffft!
Still an interesting article that can settle some arguments and hopefully encourages devs to up their games.
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DF buy new display !!! your dell is slow for tests and 50ms is terrible
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"DF buy new display !!! your dell is slow for tests and 50ms is terrible"
The display doesn't matter - the 50ms is deducted from the result to get the real value. Additionally, the article specifically stated that they're using that monitor because they KNOW the exact latency of it, which allows them to deduct the correct value.
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I guess that's the problem with these sorts of tests - the results can vary massively depending on the equipment you're using.
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On another note, I don't have problems with lag much - I can compensate for it most of the time, but when it comes to jumping I have real problems with it. E.g. jumping across gaps in games like Uncharted or Darksiders will often result in me falling off as I instinctively wait till the character is right at the edge before pressing the button. It may just be me but I wonder if other people have this experience too?
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I usually fall of cliffs because I suck...so quite often then...
Never had any issues with input lag.
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It's probably worth the guys at DF just grabbing a random fella from EG, the less informed the better and getting them to play whatever title is under the microscope and adding their comments to the analysis, while it's nice to have the numbers I'd be much more interested in how the games feel to the player, it would be more useful to those who are trying to decide which version to get too.
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@Murton, it's a mistake to compare interactive and non-interactive media in terms of fps, for many reasons, but for this argument the biggest issue is that even though something may look smooth, it can feel very different. As long as the frame rate is consistent, even very low frame rates can look (reasonably) smooth, but will feel much like you are playing in treacle or that your button presses are being ignored. Of course many people do not notice it, but if you manage to give them a faster experience will improve their performance without being able to put their finger on why (I've seen this with friends whom I've helped better configure their PC games).
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Either way the result will be fuel for fanboy wars
Edit: Spelling
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"The move to many-core architecture in these machines involves the use of parallelisation that has the potential to introduce higher latencies into gaming over and above the issues caused by displays and inherently lower-target frame-rates."
sure parallelisation does have the potential to increase latency, it also has the ability and it's far mopre likely that in the future it will be used to reduce latency to near the theoretical minimum.
"the fastest a 60FPS game can typically respond is in four frames"
the equation for the theoretical minimum input lag on a system is:
time it takes to recieve input + time it takes to process input + time it takes to display the frame
on a pc game at 60 fps this could ber as low as 1ms + 1ms + 16ms or 18ms. or 2 effective game frames.
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