NBA 2K16 Patch #4 Available For PlayStation 4, Xbox One & PC - Details Included

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  • WISports
    Banned
    • Jun 2013
    • 2058

    #481
    Re: NBA 2K16 Patch #4 Available For PlayStation 4, Xbox One & PC - Details Included

    (Offline)

    I don't know if it's input lag, or just lack of responsiveness. But it's definitely there. If you say it isn't, then you just don't notice it or it doesn't bother you.

    These are world class athletes. When I want them to move, there shouldn't be a hesitation, period. They SHOULD be able to change directions faster than they do. Faster players should be able to go from 0-60 in a blink if they want. If I hit the "jump" button, I want my player jumping right then and there. Not a second later.

    Here's a simple test. And I've said it before. Stand outside the 3 pt line with your guy. Tap the "pump fake" button. Your player literally doesn't even go into the animation until AFTER the button has been pushed.

    So, input lag/lack of responsiveness is 100% there. It's just that some don't mind it or notice it.

    Comment

    • Nevertheles109
      Pro
      • Nov 2012
      • 643

      #482
      Re: NBA 2K16 Patch #4 Available For PlayStation 4, Xbox One & PC - Details Included

      Originally posted by WISports
      (Offline)

      I don't know if it's input lag, or just lack of responsiveness. But it's definitely there. If you say it isn't, then you just don't notice it or it doesn't bother you.

      These are world class athletes. When I want them to move, there shouldn't be a hesitation, period. They SHOULD be able to change directions faster than they do. Faster players should be able to go from 0-60 in a blink if they want. If I hit the "jump" button, I want my player jumping right then and there. Not a second later.

      Here's a simple test. And I've said it before. Stand outside the 3 pt line with your guy. Tap the "pump fake" button. Your player literally doesn't even go into the animation until AFTER the button has been pushed.

      So, input lag/lack of responsiveness is 100% there. It's just that some don't mind it or notice it.
      I disagree but to each his own.

      If I experienced input lag (and I tried your theory) I would simply state it.

      Comment

      • ForeverVersatile
        Pro
        • Jan 2011
        • 3498

        #483
        NBA 2K16 Patch #4 Available For PlayStation 4, Xbox One & PC - Details Included

        Even with my TV set to game mode and a good internet connection there is still something causing this lag.

        When I have a fast break everything slows down and the other team is right next to me but on the other side I can't catch anyone on fast breaks.

        All of my defenders react slower that the other teams or move out of the way.

        My real issue with the game is that tendencies obviously don't matter online. Shoot 3's and dunk.

        Don't worry about posting up your best post player or getting your best mid range player in right spots.

        Don't learn any dribble moves, just run left and right or run behind another player so that the defense breaks down and someone is open or you can drive into an unprotected lane.

        Don't run plays for your best shooter they'll eventually be wide open.

        Just pick the cavs and shoot terrible 3's with LeBron, try to drive every time or do pick and roll because the ai can't guard it. Put LeBron at the 1 because there's no way for the other team to know or make an adjustment fast enough out of timeouts.

        Don't play any on ball defense because the ai is super human and can guard any position no matter the match up. You'll do better off ball being attached to the worst player or the best better shooter.

        When will playing like the teams and individual players actually matter. It's really just score any way you can.

        I haven't ranted in a while so it's only right.



        Sent from my iPhone using Tapatalk
        Last edited by ForeverVersatile; 12-28-2015, 04:27 PM.
        PSN: ForeverVersatile
        Xbox Live: TheBluprint09

        Comment

        • phlipmode
          Rookie
          • Dec 2005
          • 270

          #484
          Re: NBA 2K16 Patch #4 Available For PlayStation 4, Xbox One & PC - Details Included

          Ok this morning I uninstalled the game and reinstalled all 45 gigs and played. SS / sim 12 min all assist off box out shot contest etc...

          Played mavs vs Suns ..Result the input lag still exist lol. It happens real bad when ever the CPU AI is a my a disadvantage like for instance if it feels it can't recover on defense etc .. The game is coded to slow down the users movement in order to allow the CPU to recover... They devs even stopped as low as putting in a low crab dribble on fast breaks or if you happen to get past your guy...

          Simply put this is this **** is real and in the game to make the game harder offline... It ruins the game for guys like us who enjoy offline dynasty leagues. It's evident that theirs a lot of guys who say they don't see it.. So it is what it is..

          Fact:
          - it's there too many plp agree it is.
          - 2k after 4 patch is not going to change or fix this. Nor do they give a **** bc I've not seen nothing from them acknowledging it is there.
          - what good is all the damn tutorials if you don't really have fully control over the guy your controlling.

          Result: You guys will have to decide if you want to continue playing the game like this or not.


          Sent from my iPhone using Tapatalk

          Comment

          • KingMansaMusa
            Rookie
            • Dec 2015
            • 259

            #485
            Re: NBA 2K16 Patch #4 Available For PlayStation 4, Xbox One & PC - Details Included

            Originally posted by WISports
            (Offline)

            I don't know if it's input lag, or just lack of responsiveness. But it's definitely there. If you say it isn't, then you just don't notice it or it doesn't bother you.

            These are world class athletes. When I want them to move, there shouldn't be a hesitation, period. They SHOULD be able to change directions faster than they do. Faster players should be able to go from 0-60 in a blink if they want. If I hit the "jump" button, I want my player jumping right then and there. Not a second later.

            Here's a simple test. And I've said it before. Stand outside the 3 pt line with your guy. Tap the "pump fake" button. Your player literally doesn't even go into the animation until AFTER the button has been pushed.

            So, input lag/lack of responsiveness is 100% there. It's just that some don't mind it or notice it.
            Oh this is true but only issue is that every year this is true. I really don't think it can be fixed because possibly the mainframe or core they use is embedded with this and they would possibly have to start a new and I don't think they will go that route unless enough of us get smart and refuse to buy until fixed but that's too much like doing the right thing and well u see how often anybody does the right thing anymore.

            Comment

            • Jrocc23
              MVP
              • May 2010
              • 3207

              #486
              NBA 2K16 Patch #4 Available For PlayStation 4, Xbox One & PC - Details Included

              Originally posted by WISports
              (Offline)



              I don't know if it's input lag, or just lack of responsiveness. But it's definitely there. If you say it isn't, then you just don't notice it or it doesn't bother you.



              These are world class athletes. When I want them to move, there shouldn't be a hesitation, period. They SHOULD be able to change directions faster than they do. Faster players should be able to go from 0-60 in a blink if they want. If I hit the "jump" button, I want my player jumping right then and there. Not a second later.



              Here's a simple test. And I've said it before. Stand outside the 3 pt line with your guy. Tap the "pump fake" button. Your player literally doesn't even go into the animation until AFTER the button has been pushed.



              So, input lag/lack of responsiveness is 100% there. It's just that some don't mind it or notice it.

              I disagree. I would notice and it would bother me. It's just not there for some people. Before this patch, it definitely was there for some and myself. But this last patch, it's definitely not happening for me.

              Yeah. It's occasions where I do experience input lag or where I cannot turn around like I want. But it doesn't happen that often at all. Before the patch, it did it all throughout the game. And I complained about it constantly. It's just not there really anymore and some just never experienced I guess. I am just not having those jumping issues and etc. I feel bad for some of y'all, because I almost gave up 2K completely. And I doubt they come w/ another patch.

              And for your test, mines pump fakes when I press the button. I've been playing 2K for years. And I know how the game plays and moves. I would know immediately, if something like that was off. It's just simply not for everyone.
              HATE LOSING MORE THAN I LOVE WINNING!

              NBA 2K11
              XtremeXplicit Crew
              Ranked
              35



              Check us out: http://www.youtube.com/jroccdagameboy

              Comment

              • bcruise
                Hall Of Fame
                • Mar 2004
                • 23274

                #487
                Re: NBA 2K16 Patch #4 Available For PlayStation 4, Xbox One & PC - Details Included

                I disagree that there's input lag - lack of responsiveness is a little closer, but it's not the whole story. Instead I believe that it's the animations that give off the impression of things being delayed. And I can use the pump fake example to show it, albeit in a different way, with the help of my PC version.

                For the purposes of this test, the shot meter is a raw display of how the game is reading my controller input. If I just tap the shoot button on a pump fake it doesn't prove much because the player will just go through his gather motion animation and bring it down. BUT....if I hold it as long as possible without shooting, then the outcome becomes VERY dependent on my precise input (letting off the shoot button) and you can really see that you have more user control than you think. And, with a real-time display of my controller inputs on the screen, I can demonstrate that.

                <iframe width="560" height="315" src="https://www.youtube.com/embed/yhTbVTnrh2s" frameborder="0" allowfullscreen></iframe>

                (muted for copyright - not a big deal, considering I don't need sound for this)

                I mess around for a bit at the start to show there's no funny business going on with the inputs, and start actually trying to do this around :33. So....the key to seeing this is the meter. Watch it start to move and then cut off as I cancel the shot into a pump fake at the last possible moment - the first good one is at :36 and there's a string of several in a row at :56. And at the same time keep an eye on the controller input. It's pretty much spot on IMO - the split second the input stops and that button goes off, so does the meter. Later in that second stretch of successful ones, my timing got a little thrown off and the pump fake starts started looking delayed because I was pressing Square before the previous one ended. That's a great example of what people see and consider "input lag".

                I actually find the "animations cause input lag" claim to be a very familiar one - The Show is constantly berated for that too. But I feel like this approach results in a much more realistic-looking game - if animations were directly tied to our exact controller inputs at a given time, the game would look like a herky-jerky mess. I'll never fault SCEA or 2k for taking that direction, but I do understand why it draws the ire of gamers who want split-second reactions.

                JMO. I was bored so I though I'd toss in my two cents.

                If anyone knows another way to judge split second reactions within the game that isn't tied to animations, let me know and I'll try it.

                Comment

                • ForeverVersatile
                  Pro
                  • Jan 2011
                  • 3498

                  #488
                  Re: NBA 2K16 Patch #4 Available For PlayStation 4, Xbox One &amp; PC - Details Included

                  Whatever you want to call it, something is going on. No matter what my connection says every game I've played after patch 4 has been a problem. Missing FT's, Slow movements even while holding sprint, slow passes, slow shooting animations, everything is just off. Like the game is faster for everyone I play. Again not an issue for me before patch 4.


                  Sent from my iPhone using Tapatalk
                  PSN: ForeverVersatile
                  Xbox Live: TheBluprint09

                  Comment

                  • The 24th Letter
                    ERA
                    • Oct 2007
                    • 39373

                    #489
                    NBA 2K16 Patch #4 Available For PlayStation 4, Xbox One &amp;amp; PC - Details Included

                    Originally posted by Nevertheles109
                    I disagree but to each his own.



                    If I experienced input lag (and I tried your theory) I would simply state it.

                    Exactly. Who would want to play like that?

                    If it was a global issue , there would be a **** storm....there isn't...and it isn't because people "don't mind it"

                    I'm not going to tell anyone they are or aren't experiencing...again, your experience is your experience....you can't force what your dealing with on everyone else though..

                    One thing i do know is some guys have claimed this has been happening since the day the game launched....I'm more inclined to believe those guys don't quite understand how the game functions or have already set it in their head they can't control anything...

                    To those actually having issues though, all I can do is hope there's a fix. I would've put the game out to pasture a long time ago if I couldn't control my player
                    Last edited by The 24th Letter; 12-28-2015, 05:59 PM.

                    Comment

                    • bcruise
                      Hall Of Fame
                      • Mar 2004
                      • 23274

                      #490
                      Re: NBA 2K16 Patch #4 Available For PlayStation 4, Xbox One &amp; PC - Details Included

                      Just wanted to add this to the above:

                      It is actually possible to stop that video above after the button goes off, but before the meter does, and see that flash of white still be there - I was able to do it myself after uploading. However I don't think it's fair to count that as input lag - It's an extremely tight window that I can only hit on anticipation of the button going off and not the reaction to it. That falls outside the scope of lag that can influence a game IMO.

                      Comment

                      • ksuttonjr76
                        All Star
                        • Nov 2004
                        • 8662

                        #491
                        Re: NBA 2K16 Patch #4 Available For PlayStation 4, Xbox One &amp; PC - Details Included

                        Originally posted by bcruise
                        I disagree that there's input lag - lack of responsiveness is a little closer, but it's not the whole story. Instead I believe that it's the animations that give off the impression of things being delayed. And I can use the pump fake example to show it, albeit in a different way, with the help of my PC version.

                        For the purposes of this test, the shot meter is a raw display of how the game is reading my controller input. If I just tap the shoot button on a pump fake it doesn't prove much because the player will just go through his gather motion animation and bring it down. BUT....if I hold it as long as possible without shooting, then the outcome becomes VERY dependent on my precise input (letting off the shoot button) and you can really see that you have more user control than you think. And, with a real-time display of my controller inputs on the screen, I can demonstrate that.

                        <iframe width="560" height="315" src="https://www.youtube.com/embed/yhTbVTnrh2s" frameborder="0" allowfullscreen></iframe>

                        (muted for copyright - not a big deal, considering I don't need sound for this)

                        I mess around for a bit at the start to show there's no funny business going on with the inputs, and start actually trying to do this around :33. So....the key to seeing this is the meter. Watch it start to move and then cut off as I cancel the shot into a pump fake at the last possible moment - the first good one is at :36 and there's a string of several in a row at :56. And at the same time keep an eye on the controller input. It's pretty much spot on IMO - the split second the input stops and that button goes off, so does the meter. Later in that second stretch of successful ones, my timing got a little thrown off and the pump fake starts started looking delayed because I was pressing Square before the previous one ended. That's a great example of what people see and consider "input lag".

                        I actually find the "animations cause input lag" claim to be a very familiar one - The Show is constantly berated for that too. But I feel like this approach results in a much more realistic-looking game - if animations were directly tied to our exact controller inputs at a given time, the game would look like a herky-jerky mess. I'll never fault SCEA or 2k for taking that direction, but I do understand why it draws the ire of gamers who want split-second reactions.

                        JMO. I was bored so I though I'd toss in my two cents.

                        If anyone knows another way to judge split second reactions within the game that isn't tied to animations, let me know and I'll try it.
                        Perfect video. I always felt that the animations or momentum has to play out first before the game respects your next button/stick responses. When I play, I alway approach the game in a methodical manner, and I take my time about what I want to do in the game. People have to realize that NBA games can't be fast twitch like FPS games are. Basketball games would be utter chaos if they reacted to every button press made by the gamer. That's probably why zig-zag was so effective last year. Players were able to move back and forth at the same speed as their stick movements, while the defense didn't have the same advantage. Playing basketball is about read and react on both sides of the ball. Yes, you will have moments where you can pull off a crossover that leaves a player standing still, but overall...you should be able to react to what's going on the screen.
                        Last edited by ksuttonjr76; 12-28-2015, 06:25 PM.

                        Comment

                        • phlipmode
                          Rookie
                          • Dec 2005
                          • 270

                          #492
                          Re: NBA 2K16 Patch #4 Available For PlayStation 4, Xbox One &amp; PC - Details Included

                          Originally posted by bcruise
                          I disagree that there's input lag - lack of responsiveness is a little closer, but it's not the whole story. Instead I believe that it's the animations that give off the impression of things being delayed. And I can use the pump fake example to show it, albeit in a different way, with the help of my PC version.



                          For the purposes of this test, the shot meter is a raw display of how the game is reading my controller input. If I just tap the shoot button on a pump fake it doesn't prove much because the player will just go through his gather motion animation and bring it down. BUT....if I hold it as long as possible without shooting, then the outcome becomes VERY dependent on my precise input (letting off the shoot button) and you can really see that you have more user control than you think. And, with a real-time display of my controller inputs on the screen, I can demonstrate that.



                          <iframe width="560" height="315" src="https://www.youtube.com/embed/yhTbVTnrh2s" frameborder="0" allowfullscreen></iframe>



                          (muted for copyright - not a big deal, considering I don't need sound for this)



                          I mess around for a bit at the start to show there's no funny business going on with the inputs, and start actually trying to do this around :33. So....the key to seeing this is the meter. Watch it start to move and then cut off as I cancel the shot into a pump fake at the last possible moment - the first good one is at :36 and there's a string of several in a row at :56. And at the same time keep an eye on the controller input. It's pretty much spot on IMO - the split second the input stops and that button goes off, so does the meter. Later in that second stretch of successful ones, my timing got a little thrown off and the pump fake starts started looking delayed because I was pressing Square before the previous one ended. That's a great example of what people see and consider "input lag".



                          I actually find the "animations cause input lag" claim to be a very familiar one - The Show is constantly berated for that too. But I feel like this approach results in a much more realistic-looking game - if animations were directly tied to our exact controller inputs at a given time, the game would look like a herky-jerky mess. I'll never fault SCEA or 2k for taking that direction, but I do understand why it draws the ire of gamers who want split-second reactions.



                          JMO. I was bored so I though I'd toss in my two cents.



                          If anyone knows another way to judge split second reactions within the game that isn't tied to animations, let me know and I'll try it.

                          The pump shot test is not a very good test in my opinion... Tho I must say its awesome that you took the time to put the video together ...

                          If there is a way for you to test this in live game action verses the CPU AI you may find truth our complaints ... Like one of the posters said a few quotes up.... The AI triggers the input lag aka lack of responsiveness or whatever you guys want to name it lol during actually live gameplay.

                          Do the same test if you want with an avg team vs a contender SS/ sim. 12 min qrt.. However you are on PC so not sure what you'll get .. Here's a link of a video I made a few weeks ago.. It highlights several problems with the game

                          .. http://youtu.be/_gGHVvLU2u0

                          1. You will notice the AI intentionally pulls you into the scores table to get an unfair advantage on fast break numbers. First I thought is was me, but after a while of testing its not me this is hardcoded into the game...

                          2. At 0:12 sec. You will see I have a possible fast break opportunity and as I make the outlet pass to Devin Harris .. Aka lead pass. He comes back to the ball as if I'm making a lead pass for him to come toward the passer Dirk... The result gives the CPU AI time to recover on defense.

                          3. At 0:37 sec. You will John wall running a simple double screen and roll play.. This is very easy to read however as I know the roll is coming I try to move Zaza Pachulla back into the paint to defend the roll.. At exactly 0:36 sec and you will see the AI ignores my commands on the left stick and makes Zaza jump toward Gortat. I don't get control of Zaza until after the layup is made.. You can see the block command I inputed trigger late after the layup is made.. This is a prime example of what me and others have been complaining about.. You guys can't really see it maybe because it's more of a feel than something visual you guys can see easily.

                          4. At 0:45 sec you will see very stupid defensive rotation programmed in that the user has to compensate for. You will see me switch to Parsons because I know the AI is about to pull him away from the guy he's guarding leaving an open uncontested 3pt. Since I negate this attempted cheat by the AI the devs have gone a step further and now the AI pulls Wesley Matthews a good defender off his guy so they can and will get the open shot lol.

                          5. At 0:51 sec you can see the magnetic pull into the scores table again .. More obviously you can see me trying to negate this by angling Parsons inwards... And still when the AI decided last to do so I go flying into the scores table thus giving them a 3 on 1 ... Fast break .. Well more of a 4 on 1 since my guys are slow as hell.

                          Then there are highlights you can skip as they are not relevant to the topic

                          6. At 2:25 sec.. You will see me run a play I call to get the ball to Dirk quickly when he's hot. I make the icon pass LT out of the double team to Zaza and the ball floats slowly like a lob pass allowing the defense to recover and contest the dunk. It's clearly not a lob pass input.




                          Sent from my iPhone using Tapatalk

                          Comment

                          • The 24th Letter
                            ERA
                            • Oct 2007
                            • 39373

                            #493
                            NBA 2K16 Patch #4 Available For PlayStation 4, Xbox One &amp;amp; PC - Details Included

                            Are you still referencing input lag in those videos Phillip, or just noting some issues you have with the game? Doesn't really seem related..

                            Comment

                            • sirio994
                              Rookie
                              • Dec 2013
                              • 237

                              #494
                              Re: NBA 2K16 Patch #4 Available For PlayStation 4, Xbox One &amp; PC - Details Included

                              I agree on animations. But i would not call it imput lag. A real imput lag would affect shot timing/visualization of the shot meter and there are no complaints about it here on OS...

                              Comment

                              • phlipmode
                                Rookie
                                • Dec 2005
                                • 270

                                #495
                                Re: NBA 2K16 Patch #4 Available For PlayStation 4, Xbox One &amp;amp; PC - Details Included

                                Originally posted by The 24th Letter
                                Are you still referencing input lag in those videos Phillip, or just noting some issues you have with the game? Doesn't really seem related..

                                Item. 3 -Zaza I described as best I can of the lack of responsiveness/ input lag .. The other items are indeed other issues but didn't feel like chopping the video up again..

                                Check this one out


                                Here you will see it again when I'm bringing the ball up with DWill the AI defender jumps to my left side so I attempt to make them pay for that by driving right past the defender ... However the AI doesn't allow me to do so by putting DWill in to a slow crab dribble animation.. This happens to me 90% of the time I try to go by a AI defender.

                                Next you will see me use a screen with Devin Harris and I attempt to attack the paint buy bc the CPU didn't get through the screen the game ignores my input to drive to the paint and throws me into a step back animation allow my defender to recover...

                                To me these all relate to lack of responsiveness or input lag really not sure what to call it to be honest


                                Sent from my iPhone using Tapatalk

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