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[If you can't control your actions in a game, might the game be to blame? In a technical article, Neversoft co-founder Mick West examines the problem of response lag in games, along with a number of possible solutions.]
Responsiveness is something that can make or break a game at first impression. This is especially true in reviews where a game with poor responsiveness will be described as "sluggish," "unresponsive," "floaty," or "sloppy." A better game might be called "tight" or "responsive."
Several factors contribute to perceived responsiveness, and this article looks at some of them from a programmer's perspective, offering a few routes to making your game more responsive.
Response Lag
Response lag is the delay between the player triggering an event and the player receiving feedback (usually visual) that the event has occurred. If the delay is too long, the game feels unresponsive. Several factors contribute to the length of this response lag.
If your game is unresponsive, it may well be the cumulative effects of four or five different factors. Adjusting one factor alone may not make a perceptible difference, but addressing all the factors can lead to a noticeable improvement.
Players, and sometime even designers, cannot always put into words what they feel is wrong with a particular game's controls. Often they will try to do something that requires some synchronization, but will fail, and they won't be able to tell you "the event happened 0.10 seconds after my input," but will instead say the game felt "slow" or "not tight" or "difficult."
Or they might not be able to tell you anything concrete, and simply say the game sucks, without really understanding why it sucks.
Designers and programmers need to be aware of response lag and the negative effect it has on a game, even if test players do not directly report it as a factor.
Why Lag Happens
To understand why lag occurs, you need to understand the sequence of events that occur from the time the user presses a button, to the time the results appear on screen. To understand this, we need to look at the main loop structure of the game. The main loop performs two basic tasks: logic and rendering.
The logic portion of a main loop updates the game state (the internal representation of the game objects and environment), while the rendering portion creates a frame that's displayed on the television.
At some point in the main loop, usually at the start, we also get input from the user, which is sometimes considered a third task in the main loop, but is also commonly a part of the logic task. I've kept it separate here because it's important to see in what order things happen.
There are several ways a main loop can be structured. The simplest is shown in Listing 1, where we simply alternate between calling the logic and the rendering code. We assume that some frame synchronization occurs in the call to Rendering() and that we're running at a fixed frame rate, usually 60fps or 30fps for an NTSC console game.
Listing 1: The Simplest Main Loop
while (1) {
Input();
Logic();
Rendering();
}
The main loop here also only shows half the story. The call to Rendering() is doing the CPU side of the rendering task, which is iterating over the environment and the object, culling, animating, sorting, setting up transforms, and building a display list for the GPU to execute.
The actual GPU rendering is performed after the CPU rendering and usually is asynchronous, so while the main loop is processing the next frame, the GPU is still rendering the previous one.
So when does the lag come in? To understand the factors that contribute to lag, you need to understand the sequence of events that occurs from the user pressing a button to the feedback for pressing that button.
At the highest level, the user presses a button; the game logic reads that button press and updates the game state; the CPU render function sets up a frame with this new game state, then the GPU renders it; and finally this new frame is displayed on the screen.

Figure 1: When a player presses a button, the game can take up to three frames (in the best case) to create visual feedback and programming problems can introduce additional frames of lag. The actual lag time is multiplied by the length of a single game frame.
Figure 1 shows this sequence graphically. Sometime in Frame 1, the player presses a button to fire a gun. Since the input processing has already been done for that frame, this input is read in Frame 2. Frame 2 updates the logic state based on this button press (a shot is fired).
Also in Frame 2, the CPU side of rendering is performed with this new logic state. Then in Frame 3, the GPU performs the actual rendering of this new logic state. Finally at the start of Frame 4, the newly rendered frame is presented to the user by flipping the frame buffers.
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Say you want to fire an event upon the player touching the volume of a trigger, if the updates are too slow, the player will be well within the even trigger before its fired. This could lead to level designers feeling that there is something "untimed" about their design.
Now on the flip side, if this issue is not fixed early on in the production, then it will mean that the events in the levels, especially for a highly scripted game would have most likely been tuned with this bug; SO changing it or fixing it would break the pacing of your levels...
Another time to look for this problem is when engineers are in their "optimization" phase, one of the first things that gets tweaked is the collision system....and in a cube somewhere a level designer is pulling his hair out!
Articles like this (and thinking a lot about responsiveness) is, as stated, hugely important - player feedback is one of my hang-ups and can remove all feeling from a game if the delay is significant (a few fractions of a second even).
Thanks.
This is one area where old systems have an advantage. I guess the days of 1-frame reaction times, like with the good old NES, are over.
Another place I've found input lag is in the network layer. Where possible you want to simulate player actions on the client, so when you turn left you don't have to wait for your input to travel up to the server, be applied to the game state, travel back to the client, then wait for render. Strangely enough I even found this once in a single player game. Input events were being batched in a network queue, pumped to localhost, received, and then interpreted all on the same machine!
I done my best to squeeze the maximum performance of my mouse-reading and drawing func, and still it lagged several frames behind, when I turned on triple buffering, the lag was reduced, but if I turned on the system cursor I could still see that lag is still present...
fortunally I gave up :P since my code was already at the state of the mininum lag (ie: the optimum code that he described in the start of the article)
Maybe you guys don't even know what I am talking about, but hopefully some of you do. I think this is one of the biggest causes for me of that feeling of unresponsiveness.
http://cowboyprogramming.com/2008/04/23/running-in-circles/
However, having a concept of the "present" is important for handling lag that is unavoidable. In GH (and in most games), the game needs to be aware that the player is not seeing what it thinks what the current state is, but rather is seeing a few frames back. Games should allow the player a degree of slop in their synchronization to account for this. I touched on this in my "Pushing Buttons" article:
http://cowboyprogramming.com/2007/01/02/pushhing-buttons/
I've discussed the issue further here :
http://www.codermind.com/answers/How-do-I-reduce-mouse-lag-in-my-3D-application.
html
The irreducible part is : the latency of the mouse driver, the refresh rate (if you had really good control about refresh rate then it's possible to do better but that's usually something from the past like Amiga programming, not PC), and the LCD latency (LCD add latency too. They could add on average a whole frame of delay compared to an equivalent CRT and I'm not talking about remanence : see http://www.behardware.com/articles/632-1/lcds-images-delayed-compared-to-crts-ye
s.html ).