In 2005 I was playing Final Fantasy XI Online and met a group of 5 Japanese players in an expansion area. We wound up partying together for 8 hours straight. They all spoke English in chat for my sake, and we had an incredible rhythm together. We discussed new anime and a few English cartoons that had recently made it to Japan. We took a selfie together at the end of the 8 hours. It was the best gaming experience of my life. I’ll never forget it.
That entire game was just forever chasing the high you got from that one time you had a really good party. I’m already finding myself glossing over the fact that 99% of them were awful and you only settled for them because you didn’t want to wait around another 30 minutes for chance of a better one.
It might be fine for non-interactive stuff where you can get all the frames in advance, like cutscenes. For anything interactive though, it just increases latency while adding imprecise partial frames.
And that’s while ignoring the extra processing time of the interpolation and asynchronous workload. That’s so slow, that if you wiggle your joystick 15 times per second the image on the screen will be moving in the opposite direction
The basic flow is
[user input -> render 33ms -> frame available]
It is impossible to have a latency lower than this, a newer frame simply does not exist yet.
But with interpolation you also need consistent time between frames. You can’t just present a new frame and the interpolated frame instantly after each other. First you present the interpolated frame, then you want half a frame and present the new frame it was interpolated to.
So your minimum possible latency is 1.5 frames, or 33+16=59ms (which is horrible)
One thing I wonder tho… could you use the motion vectors from the game engine that are available before a frame even exists?
No, modern game engines produce a whole lot more than the necessary information to generate a frame. Like a depth map and such. One of those is a map of where everything is going and how fast.
It wouldn’t include movement produced by shaders, but it should include all polygons on screen. which would allow you to just warp the previous frame, no next frame required
Most recent one I can rememver was beating Tears of The Kingdom. I was SO invested in the final boss battle and I got really emotional. I was so immersed I was basically vocally taunting the boss for everything they had done. Only other time that happened was with Cyberpunk 2077 and only because of Edgerunners.
Then in the past (jesus has it really been more than 17 years??) the first time my buddy and I beat Halo 1 on Legendary after an all-nighter of gaming. That was awesome. Horrible smell in that room tho lmao.
Beating Link’s Awakening as a kid. No internet no hints or help just hours of exploring when I was stuck on a puzzle. It’s so hard for me to get lost in a video game like that now and not just reach for an answer or check the internet to see what I’m doing wrong. It’s a shame now, I know links awakening now like the back of my hand and I’ll never get to explore a first play through of that game ever again.
Same, me and a friend struggled with that game for a while, but still remains an extremely satisfying game to have beaten when you couldn’t just look things up.
Anytime a SoulsBorne game clicks, especially Sekiro
Winning a really tight match of Rocket League against people at a similar or higher skill level
Playing split screen Freedom Fighters with my buddy back in the day. It got so competitive we started taping cardboard on the screen to prevent screen-peeking
Because it’s not a good way to get from 30fps to 60. It’s a way to go from 60 to 120 (and 240 on the new 50x0 series) where you won’t notice the extra latency.
Most 30fps games on consoles have a 60 fps setting anyway, that turns off the extra graphical wankery and tones the resolution down a touch.
Finishing the Easter egg at the end of origins in black ops 2 zombies after trying all night and seeing the special cut scene with my friends on Xbox 360 has to be up there as core gaming achievement.
Same, but the Easter egg from the moon map on Black Ops 1. Me and my friend played everyday after school for months. It was one of the first that didn’t require a full squad and it was heavily chance based because of the stupid excavators. Finally got all the dominoes to fall in the right order and we got it done, which resulted in us blowing up the Earth. Mission accomplished I guess.
World PvP was one front. Early on, just winning fights felt good. Then, as I got better, it felt more normal when it was an advantageous matchup for me. But the peak for me was during TBC, I was leveling my rogue and a hunter jumped me as I was mining. This was pretty much a worse case scenario, especially because the hunter was lvl 70 (max at the time) and I was still something like lvl 65. But even at the same level, a) a hunter is a natural counter for a rogue, and b) I was mining so I didn’t even get the stealth advantage.
So there was a lot of dopamine when I ended up getting to finish mining that node and the hunter had to walk back to his corpse after I beat him anyways.
Also a lot of dopamine from finally beating raid bosses that my guild had been stuck on for a long time. Vael in BWL was the peak for that one IIRC.
At least in recent memory, it was Dragon’s Dogma 2 teaching me that I could pick up and carry downed party members by having one of my party members pick up another one and bring them over to me. There’s so much that’s possible in DD2 that just isn’t in a typical videogame, that throughout the entire experience I was mostly learning niche interactions from my other party members instead of my own experimentation. It was a really cool experience, and felt way more impactful then a text prompt just lecturing me about all the mechanics the game has.
bin.pol.social
Aktywne