Especially with how fast this game can be played it just makes for an objectively worse experience having this much lag.” “It’s a game where people are flying all around the map, approaching from dozens of angles and varied hit boxes and trajectories. “1/10 of a second input delay may be standard fare for a modern fighting game, but it really worsens the experience playing Smash,” one player wrote on the game’s Reddit page. also isn’t played like a traditional fighting game. The input lag might make Ultimate harder to get used to for veteran players. While Ultimate’s input lag may not be significantly worse than other modern fighting games, it is significantly worse than past games in the series. Melee’s two to four frames of input lag makes it one of the most responsive games in the series. Melee, which is still considered by many to be the gold standard in competitive Smash titles. The increased input lag in Ultimate could be even more of an issue for players who are coming from Super Smash Bros. Brawl for Wii U introduces between three and five frames of latency between hitting a button and seeing your character react, compared to the five to six frames of latency seen in Super Smash Bros. Take a look at how Ultimate stacks up against other games in the franchise. Players will adapt to this amount of lag and the community will grow more precise as everyone gets used to the feel of the game.īut you might be distracted by the input lag if you’ve played an extensive amount of previous Smash Bros. A game’s input lag will be the same for all players, outside of the small variance that comes with different methods of control, so everyone will be working with the same handicap. Ultimate’s chances among competitive players. The data also shows why so many players like using GameCube controllers aside from the familiarity GameCube controllers are also the most responsive. Here is the data so you can see the numbers for yourself. That means there are between six and seven frames of animation that pass between hitting a button and seeing a character move onscreen. There are between 87.87 and 112.87 ms of input latency between hitting a button in Super Smash Bros. The video embedded at the top of this post is definitely worth your time, as is the video comparing the input lag of past Super Smash Bros. The team behind Gigaboots put in an immense amount of work to bring the community this data, especially when you consider that input lag was measured across every game in the series, with multiple controllers tested per game. This was done 30 times for every setup, and the results are charted according to the highest, lowest and average amounts of input lag. The group filmed themselves hitting a button at 1,200 frames per second, measured the amount of time before the character reacted on-screen and then subtracted the input lag of the display. Ultimate is the least responsive game in the series. According to detailed analysis from Gigaboots, which has analyzed input lag in a number of games and is quoted extensively in the game’s Digital Foundry breakdown, Super Smash Bros. series, but it can’t compete when it comes to input lag. Ultimate is the most comprehensive and arguably the best-looking entry in the Super Smash Bros.
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