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Head Movement: Final Boss Thread

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Old 01-09-2018, 09:49 AM   #633
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Re: Head Movement: Final Boss Thread

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Originally Posted by Phillyboi207
Flicking the stick from left to right might take you one frame to pull off but the game wont register the input as soon as you start to move the stick so in reality it’ll take longer to register and then the startup will only add to the delay. Then when you try chaining slips it gets even worse since the delay’s will stack and throw off timing/rhythm
That actually made me think.

If you go from all the way left to all the way right, even with the dead zone widened to the outer values, that'd mean you'd start your head movement 2 frames after you feel you've done the input (assuming you do it in 1 frame). That would actually feel nearly perfectly responsive and isn't at all what I felt during the beta.

I'm now actually thinking it's not the deadzone that's causing this delayed response and it's not input lag either according to the devs. So that leaves us with two possibilities:

- Fighter attributes too low for our liking
- Unnecessarily many start up frames

Or both I guess..
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Old 01-09-2018, 10:03 AM   #634
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Re: Head Movement: Final Boss Thread

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Originally Posted by DaisukEasy
That actually made me think.

If you go from all the way left to all the way right, even with the dead zone widened to the outer values, that'd mean you'd start your head movement 2 frames after you feel you've done the input (assuming you do it in 1 frame). That would actually feel nearly perfectly responsive and isn't at all what I felt during the beta.

I'm now actually thinking it's not the deadzone that's causing this delayed response and it's not input lag either according to the devs. So that leaves us with two possibilities:

- Fighter attributes too low for our liking
- Unnecessarily many start up frames

Or both I guess..
Also remember that the game is 30fps instead of 60 so it’d likely take twice as long for the input IIRC.

I think a frame based system on 30fps is a mistake.

No sarcasm, are there any fighting games that run on 30fps?

Last edited by Phillyboi207; 01-09-2018 at 10:09 AM.
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Old 01-09-2018, 10:21 AM   #635
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Re: Head Movement: Final Boss Thread

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Originally Posted by Phillyboi207
Also remember that the game is 30fps instead of 60 so it’d likely take twice as long for the input IIRC.

I think a frame based system on 30fps is a mistake.

No sarcasm, are there any fighting games that run on 30fps?
I'm pretty sure some versions of Street Fighter 4 either are 30 FPS or have an option that makes them 30 FPS in return for like 3D or some ****. You absolutely can use frame data at 30 FPS, it's just better to be at 60
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Old 01-09-2018, 10:53 AM   #636
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Re: Head Movement: Final Boss Thread

Quote:
Originally Posted by Phillyboi207
Also remember that the game is 30fps instead of 60 so it’d likely take twice as long for the input IIRC.

I think a frame based system on 30fps is a mistake.

No sarcasm, are there any fighting games that run on 30fps?
I thought I was crazy but headmovement felt a touch more responsive on the PS4 pro on the 60fps setting than it did on the Base at 30fps.

But even on Pro I had what I thought was input lag or delay on sways often (however was probably what Diasuk mentioned above)
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Old 01-09-2018, 01:50 PM   #637
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Re: Head Movement: Final Boss Thread

Quote:
Originally Posted by Phillyboi207
Also remember that the game is 30fps instead of 60 so it’d likely take twice as long for the input IIRC.

I think a frame based system on 30fps is a mistake.

No sarcasm, are there any fighting games that run on 30fps?
No. All serious fighting games always are (and were) 60fps. 60fps is a fighting game standard b/c it is necessity for frame counting/frame data using.
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Old 01-09-2018, 02:05 PM   #638
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Re: Head Movement: Final Boss Thread

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Originally Posted by SUGATA
No. All serious fighting games always are (and were) 60fps. 60fps is a fighting game standard b/c it is necessity for frame counting/frame data using.
It is not a necessity at all.
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Old 01-09-2018, 02:13 PM   #639
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Re: Head Movement: Final Boss Thread

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Originally Posted by SUGATA
I dont understand WHY Devs can not make RS Dead zone on their dev build as tight as they have on LS
The dead zone on an input that chains discrete actions based on angle has a different purpose from the deadzone on an input that has continuous input.

Angles become more and more ambiguous the closer to neutral the stick gets.

Quickly chaining angle inputs introduces a huge possibility for user precision error.

You have to find the balance between responsiveness and accuracy.

The most common error is pressing to one side, then quickly pressing to the other side.

A precise input would pass through the origin at neutral and register on the other side.

But it is very, very common for someone to pass through a region just below the origin, but not fully deflected.

Their intention is to input left/right, but with a small deadzone, it would register left/fwd/right instead.

It is certainly possible that we could reduce the deadzone, but there's no reason to without justification, given that the only benefit would be one thirty hertz frame of response improvement, and decreased reliability on the input angle.
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Old 01-09-2018, 05:31 PM   #640
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Re: Head Movement: Final Boss Thread

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Originally Posted by GameplayDevUFC
The dead zone on an input that chains discrete actions based on angle has a different purpose from the deadzone on an input that has continuous input.

Angles become more and more ambiguous the closer to neutral the stick gets.

Quickly chaining angle inputs introduces a huge possibility for user precision error.

You have to find the balance between responsiveness and accuracy.

The most common error is pressing to one side, then quickly pressing to the other side.

A precise input would pass through the origin at neutral and register on the other side.

But it is very, very common for someone to pass through a region just below the origin, but not fully deflected.

Their intention is to input left/right, but with a small deadzone, it would register left/fwd/right instead.

It is certainly possible that we could reduce the deadzone, but there's no reason to without justification, given that the only benefit would be one thirty hertz frame of response improvement, and decreased reliability on the input angle.
RS and LS both has descrete (lunge, sway) and continuous input (walking, holded sway) = so dont see the difference here.

I understand yr thoughts about unexpected errors with too tight dead zone (L/R sway becomes L/FWD/R sway), but this is very personal and the object for another discussion ( the game allow to BUFFER Lunges - this is AWESOME way to move on the ring for ex. fwd lunge, bwd lunge = as one bait move when buffered, BUT i have not even one error with tight LS; UD3 has not issues w errors in swaying with tight dead zone).

> The best solution will be to give us an option slider for Dead zone for LS and RS - and everyone could make the best for himself. More options, more tuning = better. Why dont solve this by this easiest way?

Last edited by SUGATA; 01-09-2018 at 05:43 PM.
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