Killzone 2 pre-release discussion thread

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I imagine a complex graphical pipeline with SPUs and RSX may indeed introduce a little control lag (possibly not more than an additional 33ms.)
 
Is it really the weight of the weapons Killzone 2 is trying to simulate? It could also be response time and muscle movement. There is a short time between seeing something and responding to it. I imagine I press a few buttons faster then I can move my whole body, even if the difference is only a fraction of a second. And I can't move my muscles at a fixed speed. So there is some acceleration and decceleration there.
 
I visit several gaming forums and a lot of people are indeed complaining about the input lags.

I'm one of those that notice it too. People keep coming up with excuses that it must be because you play too much CoD4. Other excuses happens to be that it's a game design where weapons have weight. I honestly don't buy any of that bullcrap.

In fact KZ1 was also another one of their games that had weapon weight. You can certainly feel it. But there was no input lag what so ever in that game. Granted, the game was pretty bad with it's framerate problems but the whole point I'm trying to make is that's a game where we see weapon weight and no input lag.

If any of you have KZ1, I recommend testing it out and compare it to KZ2. Flick the sticks any push buttons fast. You'll see the difference.

In any case I think it's healthy that we are seeing a lot of complaints. Because GG have taken notice about it, and if were luck they'll release a patch to fix it. If not, then I can live with it.
 
Retail test of input lag

First I reduced the sensitivity back to its default settings.

1. I then tapped R1 to take shots. There is no lag. None. As soon as I click the trigger, there is a shot - not even I minute delay.

2. I then tried spinning around. No lag here either. Like the video I just tapped the stick left and right - I got immediate recognition of the movements.

3. I tried aiming at objects in quick succession. No problems here either.

Conclusion:

a. Any talk of input lag is not anything to do with GG's decision to add weight to the characters. Their want for realism has NOT impacted the controls or the accuracy of the shooting.

b. This is most likely a bug in the demo.

Hope that helps - deep.
 
I visit several gaming forums and a lot of people are indeed complaining about the input lags.

I'm one of those that notice it too. People keep coming up with excuses that it must be because you play too much CoD4. Other excuses happens to be that it's a game design where weapons have weight. I honestly don't buy any of that bullcrap.

In fact KZ1 was also another one of their games that had weapon weight. You can certainly feel it. But there was no input lag what so ever in that game. Granted, the game was pretty bad with it's framerate problems but the whole point I'm trying to make is that's a game where we see weapon weight and no input lag.

If any of you have KZ1, I recommend testing it out and compare it to KZ2. Flick the sticks any push buttons fast. You'll see the difference.

In any case I think it's healthy that we are seeing a lot of complaints. Because GG have taken notice about it, and if were luck they'll release a patch to fix it. If not, then I can live with it.

A patch for a demo?
 
Retail test of input lag

First I reduced the sensitivity back to its default settings.

1. I then tapped R1 to take shots. There is no lag. None. As soon as I click the trigger, there is a shot - not even I minute delay.

I think we are talking about milliseconds though :D
 
And CoD4 aiming is realistic?
Each weapon has a weight. Doesn't matter how much. When you use your hands to pull it, after you stop pulling, it still has enough momentum to move little further.
Exactly why there is no difference between pistol and a rifle, i really don't know, but i enjoy aiming and firing a weapon in KZ2 much more than i do in CoD4 (which probably has something to do with a fact that KZ2 isn't a casual friendly game with insane amount of autoaim).

You know, I like KZ2 a lot. I want to love this game. but the aiming model sucks. If I point my weapon at something I expect an immediate response, not a brief lag then movement. That's not how aiming a weapon in real life works. So in a sense, yes, COD4 aiming is more realistic because it when I move my stick the weapon onscreen responds instaneously.
 
And CoD4 aiming is realistic?
Each weapon has a weight. Doesn't matter how much. When you use your hands to pull it, after you stop pulling, it still has enough momentum to move little further.
Exactly why there is no difference between pistol and a rifle, i really don't know, but i enjoy aiming and firing a weapon in KZ2 much more than i do in CoD4 (which probably has something to do with a fact that KZ2 isn't a casual friendly game with insane amount of autoaim).

I don't understand why people insist COD4 has huge amounts of autoaim, are they talking about the snapping on targets, when you pull the left trigger (if you play with such aids that is).

I played COD4 extensively both campaign (on veteran) and MP, and never noticed unprecedented amounts of autoaim, like people are suggesting.
 
Retail test of input lag

First I reduced the sensitivity back to its default settings.

1. I then tapped R1 to take shots. There is no lag. None. As soon as I click the trigger, there is a shot - not even I minute delay.

2. I then tried spinning around. No lag here either. Like the video I just tapped the stick left and right - I got immediate recognition of the movements.

3. I tried aiming at objects in quick succession. No problems here either.

Conclusion:

a. Any talk of input lag is not anything to do with GG's decision to add weight to the characters. Their want for realism has NOT impacted the controls or the accuracy of the shooting.

b. This is most likely a bug in the demo.

Hope that helps - deep.

I think people complained most when they turned the sensitivity to the max. You might want to test with that setting.

EDIT: Wait a minute... where did you get the retail game ?

EDIT 2:
Reasons why a response lag may occur: http://www.gamasutra.com/view/feature/1942/programming_responsiveness.php

Games measured with lag: http://www.gamasutra.com/view/feature/3725/measuring_responsiveness_in_video_.php?page=3

Games that run at 60 fps:
PS3 System menus: 3/60ths
Guitar Hero III (Xbox 360): 3/60th
Ridge Racer 7: 4/60ths
Virtua Tennis 3: 4/60ths
Ninja Gaiden Sigma: 4/60ths
PixelJunk Racers: 4/60ths

Games that run at 30 fps:
Genji: Days of the Blade: 6/60ths
Tony Hawk's Proving Ground: 8/60ths
BlackSite: Area 51: 8/60ths
Halo 3 (Xbox 360) : 8-10/60ths
Skate: 10/60ths
GTAIV: 10/60ths
Harry Potter and the Order of the Phoenix: 10-14/60ths
Heavenly Sword: 7-18/60ths
 
From what i have tried the default sensitivity settings are fine and there is no lag, but as soon as you turn the sensitivity up it is noticable. Seems like a bug when sensitivity is changed, or they really dont want you to change it! :LOL: They seem to be very focussed with the way they wish the game to be played

When playing with default sensitivity i realy liked the aiming. Im not too great at shooters normally but found myself getting heatshots quite quikly, which is unusual for me. I dont think the aiming is designed just for realism or to show the wieght of the weapons. To me it seems to allow finer adjustments of aim due to the initial slow movement of the reticule. I think in the few reviews i have seen they mention that the SP game is designed to play within a sort of cone of fire, where the action mainly takes place out in front of you unless you let yourself get flanked. The aiming fits that style well i think.
 
Regarding the controls, i say this once again, if you want CoD like controls, play Call of Duty.
Some of us hate playing online where anyone can kill you, regardless of their shooting skills, just because there is an insane amount of auto aim.

This has nothing to do with auto aim, if you turn off CoD auto aim you can still aim and hit whatever the hell you want (if your good enough). In KZ2 you cannot (well maybe if you practice alooooot) because the game has acceleration on the right stick movement.

accelerated movement really ruins the day for alot of gamers, because it has to be completely relearned for each induvidual game.

If you want to have a good aim in KZ2 you gotta learn how much the game accelerates your aim when you use [x] angle on the right stick. Unless you learn this, you will overcompensate every time you aim. It can be learned, sure, but it requires a whole more time than having not accelerated movement (or atleast having this acceleration on a smaller scale). There are many many good console FPS games where i can go from either one of them and have "perfect" aim. (as good as i can aim - not actually perfect) I can instantly aim for peoples heads and lead them and kill them. And then there is KZ2, Far Cry 2 and PD:Z. In which my aim for some reason is waaaaaaay off what it usually is. Now, FC2 may be because of bad framerate, but KZ2 and PD:Z is because they both use accelerated aiming.

Other than this shitty controlling interface, KZ2 is one of the best console shooters..
 
So it has come to this. KZ2 looks like one of the games where I could run into you (Never see you in R2).

Only played with deepbrown, DrJay24 and betan online so far. i have a feeling I might die even more than in R2. T_T
 
From what i have tried the default sensitivity settings are fine and there is no lag, but as soon as you turn the sensitivity up it is noticable. Seems like a bug when sensitivity is changed, or they really dont want you to change it! :LOL: They seem to be very focussed with the way they wish the game to be played

Even on default there is lag. Its just not as noticeable because the turning speed is so slow. go back and forth between COD4 and KZ2 and you'll really notice how sluggish aiming in KZ2 is. A side benefit is that my aiming is much tighter in COD4 after playing KZ2 lol.

Regarding the controls, i say this once again, if you want CoD like controls, play Call of Duty.
Some of us hate playing online where anyone can kill you, regardless of their shooting skills, just because there is an insane amount of auto aim.

I asked this before, but exactly how can you tell there's huge amounts of autoaim in COD4 multi? Is there something you can see that would indicate the autoaim is kicking in?
 
I"ve decided not to buy this game at launch , i'm going to wait and try to get it on the cheap on ebay. I've played the demo about 4 times and just can't get the controls. It doesn't feel natural to me.
 
whoa

these screens are beautiful

For some reason that looks much cleaner and lighter than it does on my screen. It is also missing (or is not as prominent) that blackness in the corners of the screen.

I'm running it on a 1080P set thru HDMI with the brightness turned up a couple of clicks and it doesn't look like that.
 
I really don't think there's anything wrong with the controls. They are different, but not flawed. If you can't get into it, fine, but honestly, let's not create large amounts of hyperbole.
 
I really don't think there's anything wrong with the controls. They are different, but not flawed. If you can't get into it, fine, but honestly, let's not create large amounts of hyperbole.

I was sceptical at first too but there appears to be fundamental lag in the controls. The lag is global and affect the response time of firing eg after you press a button on the controller.
 
Freezing

Has anyone else experienced freezing issues in the demo? It's frozen on me in a few play throughs...

Great game though. Love the cinematic presentation.
 
Controls are very important in any type of twitch games like fighters and shooters.

I don't play nearly enough FPS games to tell you if its "input lag", but I know I'm having a hard time shooting with precision.

It could be the controller though as it just doesn't feel comfortable to my hands. Admittedly, I've only played 3 different FPS games on PS3 (R1, COD4 and KZ2). It also could be that this input lag has something to do with it.

I'd like to try it in multiplayer to see if it is really an issue.
 
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