Sigfried1977
Legend
The Giantbomb quicklook of the Ubisoft Sports game compilation is hilarious.
edit: whoops, wrong topic.
edit: whoops, wrong topic.
So when can we expect a DF feature on kinect's lag?
It seems that on setup you can get a view on kinects vision + skeletal tracking, how about comparing the delay there to in game measures?
Personally I would hope for a feature on something other than just lag. We know there is lag there, but the gaming experience doesn't live or die by it. Plus, it's hard to measure what feels right.
Tommy McClain
DF's articles are more about the technical aspects. The actual game reviews are for the likes of Eurogamer and IGN.Personally I would hope for a feature on something other than just lag. We know there is lag there, but the gaming experience doesn't live or die by it. Plus, it's hard to measure what feels right.
That is, sadly, their fault for misunderstanding the numbers and not DF's for finding out what they are. In the same way framerate and resolution don't really define the gameplay, but people look to them when deciding games to buy. To be fair on Richard, he normally includes a sense of what the game is like to play, such as if lag is noticeable in game or not, and I expect him to do justice to his Kinect experience while keeping it relevant to us tech-nuts.The problem with DF's analysis is that it will show the lag that we all know is there, but people will latch onto the rather high numbers compared to regular games and say it doesn't work when it does.
So when can we expect a DF feature on kinect's lag?
It seems that on setup you can get a view on kinects vision + skeletal tracking, how about comparing the delay there to in game measures?
Well, Eyetoy gameplay was similar, but it also had significant lag that didn't interfere with the enjoyment of the games. I think Kinect works best because the players are aware they aren't 'in' the game, but are direction another person, the avatar, telling them what to do. So it's pretty natural to act and have them respond with a delay.I think a significant benefit that Kinect games have is that its gameplay experiences are completely unique and therefore player will have little to compare them to.
I think a device like Kinect benefits from having no meaningful gameplay experiences readily available to players that can be meaningfully compared.
Well, Eyetoy gameplay was similar, but it also had significant lag that didn't interfere with the enjoyment of the games. I think Kinect works best because the players are aware they aren't 'in' the game, but are direction another person, the avatar, telling them what to do. So it's pretty natural to act and have them respond with a delay.
Still, all this talk about Kinect in DF's thread should probably wait until DF's analysis!
just read the BO face off:
http://www.eurogamer.net/articles/digitalfoundry-call-of-duty-black-ops-faceoff?page=1
man, this is a brutal one. must be one of the worst MP conversions this gen...and this for such a high profile game. Reminds me of GTA 4 desaster, but in this case, what is even worse: even the Xbox360 version does not look that good, IMO - engine is getting kind of old now...
what did they improve compared to MW2 that could cause such difficulties on ol PS3? If I understand it right, creation of assets, i.e. how to handle available resources, is an important task in game deving and game performance - maybe this is the main problem this time?
I decided to at least wait until it is cheap, before buying.
just read the BO face off:
http://www.eurogamer.net/articles/digitalfoundry-call-of-duty-black-ops-faceoff?page=1
man, this is a brutal one. must be one of the worst MP conversions this gen...and this for such a high profile game. Reminds me of GTA 4 desaster, but in this case, what is even worse: even the Xbox360 version does not look that good, IMO - engine is getting kind of old now...
what did they improve compared to MW2 that could cause such difficulties on ol PS3? If I understand it right, creation of assets, i.e. how to handle available resources, is an important task in game deving and game performance - maybe this is the main problem this time?
I decided to at least wait until it is cheap, before buying.
Wow, that's pretty bad.
Doesn't Treyarch use the latest version of the CoD engine, so in this case the MW2 iteration? If so, how can the engine struggle on the ps3 so much that it needs to be scaled back so much? I can't read the entire article yet as I'm at work, but I hope they explain why the engine needed to be scaled back on this game.
Doesn't Treyarch use the latest version of the CoD engine, so in this case the MW2 iteration?
If they go 30 then it's a generic shooter for me.
Guys, you have to understand that before the "IW fiasco" Treyarch didn't have access to anything from IW - no help, no assets, no MW2 engine, nothing.
W@W was developed from a MW1 code drop - meaning, "here's bunch of code and assets, go have fun".
So when asking "why is this a step back from MW2" you have to understand from Treyarch's perspective it never was MW2, it was W@W.
By the time MW2 came out (and later the "fiasco" when there was more access to MW2 source code), COD:BO was basically wrapping up.