3 ms·
This is a fundamental gameplay issue to some extent though: you always wind up making a trade off between responding to the player and maintaining animation fid
by XorNot 5y ago
This is a fundamental gameplay issue to some extent though: you always wind up making a trade off between responding to the player and maintaining animation fidelity, and since controllers aren't a human body with a nervous system you're connected to, it's always going to be a problem.
It's significant too: nothing frustrates players quicker then controls feeling "unresponsive" by doing something that's different to what they instructed.
- mmis1000 5y ago> nothing frustrates players quicker then controls feeling "unresponsive" by doing something that's different to what they instructed. Which is what some game does fundamentally bad. When using skills in some game. Your action got locked completely and won't respond to your request until animation finishes. (And when the mob hit you in the middle, you can't do anything because animation is playing.) But some games makes more efforts into these and allow you to transition to another action in the middle of one, blend them seamlessly or even play them at same time. That makes the game feels much more responsiveness and enjoyable. Feels you are actually moving your body instead a online character with high action latency.