Killzone: Shadow Fall Lead Designer: “The Lag Is Gone, and that Makes Killzone a Better Game.” | DualShockersAli neeee, to tak mora biti, kontrole nemaju grešku.
Evo jedan pametan komentar na KZ kontrole:
Even Guerilla admits that Killzone 2 suffered from input lag.
Various sites did tests on the response time between a button press and when the requested action occurs on-screen (for example, pressing R1 to fire, and the subsequent muzzle flash), and Killzone 2 measured around 166ms (if I recall correctly), which is almost twice as much as competing 30hz games, or three times as much as the 60hz Call of Duty.
Only stubborn fanboys (and/or people who aren't perceptive enough) won't acknowledge that the phenomenon of input lag even exists, let alone was an issue that afflicted Killzone 2. These people also fail to realize that the "hefty, weighty feel" that Guerilla is aiming for is primarily accomplished through animations (e.g., how the gun movement, handling, and reload animations, and your character movement animations, are rendered), in conjunction with the heavy amount of post-process motion blur effects. Input delay does in part contribute to this sensation of weightiness or heaviness, but in a largely negative way that affects gameplay responsiveness.
Težina lika se more dobiti na druge načine, ali kontrole, pogotovo na fps-u, MORAJU biti instant responsivne i tu nema boga. To valjda nije bitno jedino casual gamerima. Ono, bile su ok kontrole na starima i privikne se čovek, al nije to to.