Rare: Kinect lag "not an issue"
Past problems overcome, insists studio.
Is lag a problem for Kinect? Not according to Rare, the studio tasked with producing one of its flagship launch titles, Kinect Sports.
Speaking to Eurogamer in LA this week, Nick Burton, exec producer of technology and communications for the Britsoft veteran, claimed earlier problems had been overcome. "Lag is not an issue," he said. "As with any prototype stuff, of course it was in the past. That's to be expected.
"Where we're at now, not at all. Yes, we've done a lot work to make sure it wasn't a problem, but when you've got something that's copying what you're doing you can't have a lot of lag."
Burton said lag for Kinetic Sports is set at 150ms which, as Digital Foundry smarty-pants Richard Leadbetter pointed out, does not include TV lag.
Lag is more evident in some titles than others at E3 this week and, since some degree of it is unavoidable, the onus will be on developers to work around it to ensure acceptable response times.
Meanwhile, the studio was also keen to dispel the belief - amplified by the recent rebranding - it was now focusing exclusively on casual games.
"It's been the focus for the past couple of years, but we're going to do all kinds of stuff," Burton said. "Obviously the rebrand for us was more about we wanted to freshen up the image - it was just time for a chance. We've done it before, we'll probably do it again.
"We are continually looking at what the next thing's going to be. It might be casual, it might be core, we've had such an eclectic mix over the years and we'll continue to do that."
He added: "It's not always going to be as casual as [Kinect Sports]; this is just something we got really excited about."
Burton refused, however, to be drawn on the studio's other projects, stating: "This is the only Rare game you're seeing at the moment."
While Kinect Sports can be seen as filling the 'Wii Sports' role in the initial Kinect line-up, Burton said the experience on offer is far more advanced.
"There's so much more data, so much more fidelity, so many more things you can do," he said. "Kinect's not just about tracking - there's voice recognition, identity, so many things. It's more than the sum of its parts. I've been involved for a couple of years and even now we're like, "Wow, there's all these things we could do!"
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Comments (50) Latest comment 2 years ago
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So many you can only give 2 examples?
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Depends on how devs roll this tech into their games though I guess. In theory you could use an XBox controller to move about in a FPS and the camera to track head movement and ducking/dodging with your body - would be pretty neat.
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I don't imagine it'll be an issue, except in the cheapo shovelware.
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Which there will probably be an awful lot of, sadly.
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Thanks for surprising me, Rare.
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Huh? He didn't give two examples, he gave two FEATURES of the product. Two completely different things.
To be fair, RARE are always going to say this. My thoughts on Kinect is that it will take some getting used to, but not because of lag, more because gamers just aren't use to moving their whole body to do something, they are used to instant response. For example, to hit a ball we are used to just pressing a button and hey presto, having to swing our arm back and then forward takes a hell of a lot longer.
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Lag is probably the last thing to worry about when it comes to Kinect.
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Then again this could also apply to the wii and Move.
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On top of that, I read that you have to be standing up to use it, which kills off quite a few more possibilities, i.e. adding some secondary motion control to a standard game.
As @Mogs said, it does sound like wii mk2, in which case I'd get a wii.
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Paulie - I think lag's a much bigger deal when you're trying to do 1:1 full body mapping. The physicality of that, with the disconnect on what's happening on the screen, I think it'll be a lot more noticeable than lag with a gamepad.
In the Your Shape demo it looked truly awful, it was lagging so far behind that with fast movements, the woman was one or two full motions ahead of her on-screen character. Like when she was ducking side to side, the game was one to two ducks behind her.
I'm also worried about the capture rate on the camera. 30fps is going to miss a lot of fast, short motion.
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Plus, no real games designed for it, it seems. I guess I could use it for browsing videos and playing slow turn-based games... oh, some reports say it cannot be used while sitting?
Perhaps next gen.
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Just as well as 360 owners wouldnt go for such substandard rubbish.
Killzone belongs on the Playstation, where no-one actually cares about gameplay.
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EDIT: fanboy attack! Killzone 2 was great.
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Sony's plan, by comparison, was based on proven technology that could produce relatively cheap motion control that works without lag. I don't plan on buying a Move, but if I did it wouldn't matter that it's not much of a technological marvel like Kinect was billed to be; it responds more quickly and is likely more precise.
Both companies are putting a lot of resources into this stuff and I'm not sure there's still a huge market out there who has a Wii but wants more. If both of them fail, though, I have to think Microsoft loses more, since they have to have invested more in the technology and will probably be selling the Kinect at a loss.
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Yet, as I've read from reports and what a developer admitted, it can't detect spin in your wrist when bowling, something even the original 2006 Wiimote could do.
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1) The golf game demo'd at E3 had obvious lag. So its a problem for Move too and to say how much simpler their implementation is I find that really poor.
2) There has been absolutely NO confirmation that you have to be stood up for the device itself, of the games that have been shown you do have to stand up. What has been said is they are still calibrating for siting down for Kinect, you know because they are still working on it and improving it and will do so up untill and beyond launch most probably, the skelelton tracking part is all part of the software, the hardware just captures RGB and 3D depth images and audio. Hardware side they are just limited by the speed of USB, the framerate of the camera perhaps(but 30fps was to be expected given the bandwith limitations).
To me it looks like theres a lot of cynical wishful thinking(already we've seen haters jump to conclusions on numerous ocassions over the littlest things, some hack on IGN nobody usually listens to is now suddenly the authority on kinect? Give me a break), its as if they beleive that its all fixed and hardware based(example "the camera cant tell when you are sat down"
It will probably be improved by launch and it will probably keep improving after launch continously. Then we have the fact that alot of it will depend on the devs, theres joypad based games which have obvious lag lets not forget and some that dont seem to have any at all. To expect it to match the speed of simple controller is asking a bit much in terms of lag... its doing alot more, you have audio and video anyone whos ever waved their arm infront of even a highend USB webcam should have a think about that for a second and then think about how much more its doing ontop of that and tell me it isnt impressive even at this stage what theyve acheived(faster than eyetoy already looks like to me) and it will only improve from here on in.
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So you're now willing to except that there was a display of lag in some of the videos during the conference then?
You suggested anyone making such a claim was lying during the actual conference...
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I agree with the Golf demo only. It would make sense to run the eye at say 120 FPS and have an outline of the golfer and try to get the swing on the screen in time with your motion and cut out the fancy woods animation completely. Maybe another dev will get it right ?
The sorcery game and the fighting game with swords etc on the move have promise, this type of game would be good on move. REIV was great on the Wii...
For Kinect, the games just looked bad SO FAR, maybe it will improve after 6 months or so. I would like to think so, but at the moment Move is a buy and Kinect is a wait and see.
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There's a freaking shocker for you.
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You go onto the stores that are selling it such as amazon etc, they are still showing these fake no controller fighting (kungfu) "product vision" videos. People are so easily sheep led.
But one thing is certain, if they havent solved the issues before release, then the backlash could do them more harm than good.
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So if I play an online shooter with the thing I not only get the normal internet lag which is considerable if the game is hosted on someone's xbox, PLUS an additional 150ms??
I thought Natal was also meant to replace the controls on normal, not casual party, games?
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Yes, that surprised me, that they only had Wii-clone games apart from a mere hint at using it in a driving game,. But that demo stopped just as soon as the "start engine" button had been pressed, having only demonstrated flailing at menu screens and UI buttons before that. No indication of how the "proper" driving game handled, what with gear shifting etc. - i.e. more complec controils than for the arcade-racer they demoed as well.
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Kinect was never meant to replace controls on "normal,non casual party" games,that was clear from day one,some optional stuff yes,but basic controls no.
Why would you want that?Look at Wii,look at new waggle Zelda...Do you really want something like that while playing shooters?
If people want more precise controls,maybe they should beg for mouse and keyboard on consoles because that is the most precise control method.
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No, not with the Kinect since you can't use buttons.
But I could see shooters being fun to play with the Wii mote PLUS.
If they would get the controls right and NO lag and precise not scripted movement.
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"1) The golf game demo'd at E3 had obvious lag. So its a problem for Move too and to say how much simpler their implementation is I find that really poor. "
It's true that the golf demo had a disappointingly high level of lag. However, many other move demos we've seen so far were amazingly responsive. My take on this is that the golf demo's lag is a matter of software implementation in this demo itself, not some inherent lag in Move.
That said, I partially agree with the rest of your post; there's probably room for a lot of improvement on the software side of things for Kinect.
But otoh it's probably wishful thinking that Kinect might be able to get the same level of responsiveness as Move (seeing that Move does not rely solely on camera alone to do motion estimation, but has some orientation/gravity sensors as well to help out), but we'll see....
And then again; as DF mentioned, does it matter that much for Kinect? For Move, I'd say Yes, but Kinect is an entirely different beast where quick hand/finger reactions seem to be kind of taken out of scope altogether.
As I see it: Move is for quick and precise gestures, Kinect is for the big 'full body' gestures.