Gradthrawn
Veteran
Not too interesting, I hope. If that guy were a member of B3D I'd slap him with a trolling infraction!
You can't slap the VP of War. You just cant.
Not too interesting, I hope. If that guy were a member of B3D I'd slap him with a trolling infraction!
Not too interesting, I hope. If that guy were a member of B3D I'd slap him with a trolling infraction! For those who haven't viewed the link, it's a Sony promotional video for Move with their character VP, Kevin Butler, extolling the virtues of Move with digs at the rivals.
You can't slap the VP of War. You just cant.
DF article about ps move latency is up:
http://www.eurogamer.net/articles/digitalfoundry-vs-playstation-move-article
ArwinInEurogamerComments said:EDIT: when the article specifically says '133ms controller lag', that still refers to the lag in the complete pipeline. It's more interesting to speculate what the move adds, probably.
What we are looking at here is this:
1 The camera sends its picture data to the PS3 over the USB connector
2 The wand sends movement and position data to the PS3 over the BlueTooth wireless signal (based on its magnetometer, gyroscope, accelerometers and whatnot.]
(1) and (2) happen in paralel
3 The video input from the USB camera is streamed to the SPE that analyses the signal for the Move controller's led
4 The results of the analysis is used to enhance the precision of the signal from the Move controller
(4) is extra, and is what Sony is talking about when it says it can typically do this within one frame, I'm fairly sure
5 The video input is streamed on towards a framebuffer on the graphics memory
6 The graphics engine receives the controller input from the SPE and uses it to determine the location of the sword
7 The graphics engine renders the sword
(5) is probably done in paralel to (6) and (7)
(6) is the location where controller smoothing will typically be implemented, potentially adding some lag
8 The sword and video input are combined into a framebuffer
9 The framebuffer is switched to become the active displayed image on the screen
How the lag that is purely added by the Move controller is experienced will eventually depend on the functionality that is used inside the Move controller and the time it takes for the camera to grab an image to the SPE returning positional data from it that can be combined with the Move controller's input (1),(3) en (4)
Additional lag can happen in the smoothing fase (6)
The minimum amount of lag from the Move controller is probably in the 22ms ballpark as suggested by the screenshot posted earlier on in the comments.
How much this differs from, say, getting input from the analog stick of a dualshock3 controller I don't know off the top of my head, but there will be a difference, maybe 16ms or something similar?
Also interesting to note is that the button inputs may not be influenced by the input of the camera. This depends on how the threading and data stream model of the driver works, and that is currently anyone's guess I think.
the 1spu treatment of the signals sent by the move is done in about 22 ms for 4 controlers.There shouldn't be much troubles with lag on finished products.
Grandmaster can still post a correction to the article, like he did to the Saboteur AA article; if he wants to. I'm sure he will, at least, post a clarification at the top of the article. Grandmaster isn't the type to let his readers be confused, when it's easily remedied.
the 1spu treatment of the signals sent by the move is done in about 22 ms for 4 controlers.There shouldn't be much troubles with lag on finished products.
http://www.youtube.com/watch?v=w0puP8nrIU8
Surprisingly direct remarks about the competition. This will be interesting.
You are assuming the bluetooth communication carrying accelerometer data is faster than the video feed from the PSeye, right? Quite possibly.One interesting aspect here I think is that USB camera-capture-to-framebuffer-display lag may actually be higher than the lag of the Move input method for augmented reality games, so that the drawing of the rendered sword may actually be slowed to match the video-feed.
I think simply due to data volume. The MEMS data is a few values, whereas the camera data is a video feed that's going to take some ms to stream, irrespective of communication protocols (Blue Tooth vs. USB).You are assuming the bluetooth communication carrying accelerometer data is faster than the video feed from the PSeye, right? Quite possibly.
_phil_, in the average and worst cases, how much of the 1 SPU is used ? Does the Omega tracking run on the same SPU as well or is the head tracking load balanced out to multiple SPUs ?
EDIT: In general, it should be very very quick for an SPU to run through the color data. The problem should be I/O bound right ?
DF article about ps move latency is up:
http://www.eurogamer.net/articles/digitalfoundry-vs-playstation-move-article
"The tracking precision is in the order of millimetres. The tracking distance is about 10 feet from the camera; we have a very wide range," he shares. "The camera's field of view is 75 degrees so you can easily fit one player comfortably and two players as well.