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 Microsoft's Project Natal lag calculated to be a tenth of a second

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Mr. Project Natal
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PostSubject: Microsoft's Project Natal lag calculated to be a tenth of a second   Sat Apr 03, 2010 11:50 pm

http://www.engadget.com/2010/02/23/microsofts-project-natal-lag-calculated-to-be-a-tenth-of-a-seco/

Thats not much when you think about it. Actually thats very little. And don't say stupid stuff. I can see it coming.
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PostSubject: Re: Microsoft's Project Natal lag calculated to be a tenth of a second   Sun Apr 04, 2010 12:11 am

That's actually very good seeing as Move also has some lag and Natal has to do a lot more calculations than the Move. In that regard Natal is actually ahead of the competition.
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PostSubject: Re: Microsoft's Project Natal lag calculated to be a tenth of a second   Sun Apr 04, 2010 12:39 am

ghost23 wrote:
That's actually very good seeing as Move also has some lag and Natal has to do a lot more calculations than the Move. In that regard Natal is actually ahead of the competition.
Indeed. I might just look up the lag time for the wands. Very Happy
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PostSubject: Re: Microsoft's Project Natal lag calculated to be a tenth of a second   Sun Apr 04, 2010 4:22 am

That's nothing.
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PostSubject: Re: Microsoft's Project Natal lag calculated to be a tenth of a second   Sun Apr 04, 2010 1:05 pm

So in 10 seconds your movements would lag by a second? That does kind of sound like a problem. My shots last night in a Gears 2 game lagged by 1 second and that really affected the flow of the game.

I'm not to fond of motion controllers anyways. But Natal seems to be looking like the worst out of the 2. Natal is going to need 15% of the 360's processing power which is alot to ask from developers. Can you imagine a game like Halo Reach only using 85% of the 360's CPU power? No thanks.

I want Microsoft to focus more and making killer IP's and attaining more 1st party developers. Sad.
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PostSubject: Re: Microsoft's Project Natal lag calculated to be a tenth of a second   Sun Apr 04, 2010 6:40 pm

Alan1994 wrote:
So in 10 seconds your movements would lag by a second? That does kind of sound like a problem. My shots last night in a Gears 2 game lagged by 1 second and that really affected the flow of the game.

I'm not to fond of motion controllers anyways. But Natal seems to be looking like the worst out of the 2. Natal is going to need 15% of the 360's processing power which is alot to ask from developers. Can you imagine a game like Halo Reach only using 85% of the 360's CPU power? No thanks.

I want Microsoft to focus more and making killer IP's and attaining more 1st party developers. Sad.

They have said that Natal will not be featured in Halo Reach therefore Halo Reach can use 100% of the CPU power.
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PostSubject: Re: Microsoft's Project Natal lag calculated to be a tenth of a second   Sun Apr 04, 2010 8:07 pm

Alan1994 wrote:
So in 10 seconds your movements would lag by a second? That does kind of sound like a problem. My shots last night in a Gears 2 game lagged by 1 second and that really affected the flow of the game.

I'm not to fond of motion controllers anyways. But Natal seems to be looking like the worst out of the 2. Natal is going to need 15% of the 360's processing power which is alot to ask from developers. Can you imagine a game like Halo Reach only using 85% of the 360's CPU power? No thanks.

I want Microsoft to focus more and making killer IP's and attaining more 1st party developers. Sad.

yeah but think about it, you may have a total play time on a game of about 3 days. It sounds like a lot but really you could have done that over a span of a year!! It's nothing really. Same goes with natal. ITs not as if every time you use it for 10 seconds you will suddenly have a second of lag. Nope, it's just not 100% instant but then again, move isn't either.
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PostSubject: Re: Microsoft's Project Natal lag calculated to be a tenth of a second   Sun Apr 04, 2010 8:44 pm

Alan1994 wrote:
So in 10 seconds your movements would lag by a second? That does kind of sound like a problem. My shots last night in a Gears 2 game lagged by 1 second and that really affected the flow of the game.

I'm not to fond of motion controllers anyways. But Natal seems to be looking like the worst out of the 2. Natal is going to need 15% of the 360's processing power which is alot to ask from developers. Can you imagine a game like Halo Reach only using 85% of the 360's CPU power? No thanks.

I want Microsoft to focus more and making killer IP's and attaining more 1st party developers. Sad.

You completely misunderstand how this kind of lag works. It is nothing like internet lag like in a online game of LagZone 2 or MLAG.

Let me explain it to you.

It doesn't build up. It's per second. For each second the delay would be 1/10 of a second. That's 0.1 of of a second. Each second the lag is gone and you have new second with it's own .1 lag. The way you put it sounds like it the frame rate of the PS3 version of Bayonetta.

Now that's just what some MTV blog found crunching some non-scientific stop watch data from an old demo.

What that means is the worst it could possible be is .1 second lag. But, MS has already said they've improved it since the old tech shown at these demo sessions. Move has noticeable lag, and even WiiMotion Plus has lag. Natal will too, but it's going to be less then .1 per second and even if it was it would work just find.
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PostSubject: Re: Microsoft's Project Natal lag calculated to be a tenth of a second   Sun Apr 04, 2010 8:54 pm

Alan1994 wrote:
So in 10 seconds your movements would lag by a second? That does kind of sound like a problem. My shots last night in a Gears 2 game lagged by 1 second and that really affected the flow of the game.

I'm not to fond of motion controllers anyways. But Natal seems to be looking like the worst out of the 2. Natal is going to need 15% of the 360's processing power which is alot to ask from developers. Can you imagine a game like Halo Reach only using 85% of the 360's CPU power? No thanks.

I want Microsoft to focus more and making killer IP's and attaining more 1st party developers. Sad.
It doesn't build up. It's not one second of lag, it's an iota of lag every second.
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PostSubject: Re: Microsoft's Project Natal lag calculated to be a tenth of a second   Sun Apr 04, 2010 9:40 pm

1/10 of a second is like the blink of an eye which is almost nothing.
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PostSubject: Re: Microsoft's Project Natal lag calculated to be a tenth of a second   Mon Apr 05, 2010 5:59 pm

343_Guilty_Spark wrote:
Alan1994 wrote:
So in 10 seconds your movements would lag by a second? That does kind of sound like a problem. My shots last night in a Gears 2 game lagged by 1 second and that really affected the flow of the game.

I'm not to fond of motion controllers anyways. But Natal seems to be looking like the worst out of the 2. Natal is going to need 15% of the 360's processing power which is alot to ask from developers. Can you imagine a game like Halo Reach only using 85% of the 360's CPU power? No thanks.

I want Microsoft to focus more and making killer IP's and attaining more 1st party developers. Sad.

You completely misunderstand how this kind of lag works. It is nothing like internet lag like in a online game of LagZone 2 or MLAG.

Let me explain it to you.

It doesn't build up. It's per second. For each second the delay would be 1/10 of a second. That's 0.1 of of a second. Each second the lag is gone and you have new second with it's own .1 lag. The way you put it sounds like it the frame rate of the PS3 version of Bayonetta.

Now that's just what some MTV blog found crunching some non-scientific stop watch data from an old demo.

What that means is the worst it could possible be is .1 second lag. But, MS has already said they've improved it since the old tech shown at these demo sessions. Move has noticeable lag, and even WiiMotion Plus has lag. Natal will too, but it's going to be less then .1 per second and even if it was it would work just find.

I stand corrected. Thanks for clearing up.
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PostSubject: Re: Microsoft's Project Natal lag calculated to be a tenth of a second   Mon Apr 05, 2010 10:58 pm

Seems to be on par with Move then.
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PostSubject: Re: Microsoft's Project Natal lag calculated to be a tenth of a second   Tue Apr 06, 2010 6:14 pm

Alan1994 wrote:
So in 10 seconds your movements would lag by a second? That does kind of sound like a problem. My shots last night in a Gears 2 game lagged by 1 second and that really affected the flow of the game.

I'm not to fond of motion controllers anyways. But Natal seems to be looking like the worst out of the 2. Natal is going to need 15% of the 360's processing power which is alot to ask from developers. Can you imagine a game like Halo Reach only using 85% of the 360's CPU power? No thanks.

I want Microsoft to focus more and making killer IP's and attaining more 1st party developers. Sad.
its not going to have reach. get a clue.
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PostSubject: Re: Microsoft's Project Natal lag calculated to be a tenth of a second   Tue Apr 06, 2010 6:17 pm

343_Guilty_Spark wrote:
Alan1994 wrote:
So in 10 seconds your movements would lag by a second? That does kind of sound like a problem. My shots last night in a Gears 2 game lagged by 1 second and that really affected the flow of the game.

I'm not to fond of motion controllers anyways. But Natal seems to be looking like the worst out of the 2. Natal is going to need 15% of the 360's processing power which is alot to ask from developers. Can you imagine a game like Halo Reach only using 85% of the 360's CPU power? No thanks.

I want Microsoft to focus more and making killer IP's and attaining more 1st party developers. Sad.

You completely misunderstand how this kind of lag works. It is nothing like internet lag like in a online game of LagZone 2 or MLAG.

Let me explain it to you.

It doesn't build up. It's per second. For each second the delay would be 1/10 of a second. That's 0.1 of of a second. Each second the lag is gone and you have new second with it's own .1 lag. The way you put it sounds like it the frame rate of the PS3 version of Bayonetta.

Now that's just what some MTV blog found crunching some non-scientific stop watch data from an old demo.

What that means is the worst it could possible be is .1 second lag. But, MS has already said they've improved it since the old tech shown at these demo sessions. Move has noticeable lag, and even WiiMotion Plus has lag. Natal will too, but it's going to be less then .1 per second and even if it was it would work just find.
Theres the logic Very Happy
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