Originally Posted by SenBotsu893 Go to original postthx for reiterating my point.Originally Posted by CandleInTheDark Go to original post
its hard for me to tell if the fps or the controller input lag (possibly the combination of both)
but parrying 500ms is no problem for me on pc but on my ps4 it is sometimes even hard to simply block them.
it is literally a night and day difference.
And parrying was also a lot easier on an xbox with a gaming tv and the controller wired in. My point is that most of the difference is in the palyer's control (if some of it costs money, that's the same as PC gaming), at most the fps is 33ms and that by itself doesn't make a difference unless you have twitch reflexes.Originally Posted by SenBotsu893 Go to original post
I honestly think the devs should add 33ms lag compensation to consoles over pc, that would make all in game factors the same, but you would still have people arguing that they can't block or parry.
true most of our parrys are done more on muscle memory than actual visual confirmation.Originally Posted by Knight_Raime Go to original post
i would still argue that the jump from 30 fps to 140+ fps is still a big help. 60 fps is kinda unrealisticly low for a gaming pc although its arguable if your eyes can actually get much boon from anything above 60 fps.
still point is even on console there can be hardware advantages. (wonder if custom controllers have less input lag too than standard ones?)
Do you or does anybody know if the difference in fps has an influence on indicators showing up? Or has this been egalized with the lag comp system too ( if it ever was an issue)?Originally Posted by Knight_Raime Go to original post
Would be great if someone could explain![]()
Thx!
Originally Posted by SenBotsu893 Go to original post
Well yes. Going from 30fps to 140fps is a big jump in detail. And if you're a serious gamer then you probably have a setup that can do that. I'm assuming most players like myself that would make the initial jump to pc would not have the funds to make a rig that is capable of doing that immediately. My pc costed me just a hairs breath over 800$ USD. and that was without a monitor or graphics card. I got my graphics card from a friend who helped me make the pc. His was a few years old and he was upgrading to a new one. and I already had a decent monitor. I wouldn't know about custom controllers. I just use the standard xbox one controller.
Frames have no impact on how long/how soon indicators show up. All added frames do is give more detail to what you're seeing. Which technically means you could react better. But factually speaking having more frames does not give you more time to react. a true 400ms light is still 233ms of reaction time wether you're on a pc with 160fps or on console with 30fps.Originally Posted by TheTool85 Go to original post
That's not exactly true per se. Let me try to word it a little better. Lets as an example think of Warden's top heavy. Basically the moment he starts the attack you'll see the red indicator. This indicator will stay around until the attack is complete or it has been interrupted some how. During this indicator there will be a time in which it will flash white. This means this is when you would input a parry.Originally Posted by TheTool85 Go to original post
Having more frames does not extend how long you see the red indicator. Nor does it extend how long the indicator will flash white for the parry time.
Or to put it numbers if warden's top heavy is 800ms it's still 800ms with the higher frames number. The animation of the attack itself is just going to look more smooth at 140fps then it would at 30fps. All having a higher frame rate does is makes what you're viewing look more detailed.
It's not that frames don't have zero connection to indicators. They just don't have any barring on the timings of things.
Ahh right, ok thanks, now I get it.Originally Posted by CandleInTheDark Go to original post