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ZippyTheGrunt

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Posts posted by ZippyTheGrunt


  1. 14 hours ago, LePionnier said:

    I love it ! Presentation, sound, etc.

    The only thing I am not sure about (1st impression), it's when we are two players, when one player is near the other one, one paddle is one inch in front of the other !

    I don't know if sometimes we can miss a hit because of that (or the ball not going in the desired direction when hitting it !?)

    Should one player be always behind the other one instead of this sudden change when near the other player ?

    Like I said, it's only a first impression, and I never tried it ! lol  😅

    100% agree.  This is the only thing I saw I wasn't sure about while watching.  It would make sense if it was a competitive thing, where you are trying to steal points or something, but I thought this was purely cooperative.  It would be cool to get some clarification on if its final (or not) or maybe just a "once you play it" type of thing.

     

    Also let me be clear, I would buy it today as is, haha.

    • Like 3

  2. 8 hours ago, Steven Pendleton said:

    I haven't been here for a while, but what's this about 10 frames of lag and where did it come from? In any case, it wasn't from the final version of the game. 10 frames of lag at 59.94Hz is atrocious and would make pretty much anything aside from something like chess or a turn-based RPG unplayable or close to unplayable. That's somewhere around Stadia levels of input lag. There is a method to accurately measure input lag, but that requires having the system, the controller, the game, something like the Time Sleuth, soldering skills, math skills, and a high-speed camera... not likely in this case, I think.

    I did some research on this because I was curious too.  So they downloaded the youtube video in 60 fps and used VLC to go frame-by-frame and analyze the movement with frames.  They basically counted 10 frames in between movement.  According to how you would break this down into readable terms, you would have to do 10/60 = .160 so that's the equivalent of 160ms of lag.  For laymen, that would seem like a ping of 160 in a multiplayer game.  I didn't make this method up, this was logic used by others to review videos of project xcloud and stadia.

     

    I'm not disputing the video, BUT there are some factors not being taken into account.

    1. Unfinished software and hardware (obvious point, but needs to be said again)
    2. UI and other gameplay videos, like Astrosmash, don't seem to show this same lag (only in my limited testing)
    3. Forward momentum - characters generally have some forward momentum, so you are not supposed to turn on a dime (vary by software title)

    Overall I think the method is flawed because there are too many unknown variables, but I have never created a videogame either.  From the video, it actually looks fine and I agree with others I am not worried.  I hope that helps someone.

     

    • Like 4
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