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Measuring Responsiveness in Video Games
 
 
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Features
  Measuring Responsiveness in Video Games
by Mick West
13 comments
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July 16, 2008 Article Start Previous Page 2 of 3 Next
 

Calibration and Measuring

Plasma and LCD televisions introduce lag of their own, as they frequently do some additional processing to a picture before they display it. This can be as much as a few 60ths of a second, which can be quite significant. Ideally you would do your testing on a CRT Television, which should have no additional lag (the cheaper the better). Your flat panel TV might also have a "game mode" which will reduce (but not eliminate) the lag.

To find how much lag your TV adds, you need to compare an easily measured response with the same response on a CRT TV, or with a known value. To simplify things for you I've measured the response time of the PS3 system menus, which come out at a very solid 3/60ths on a CRT, and 5/60th on the plasma TV shown above.

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Hence I need to subtract 2/60th of a frame to get an accurate measure of responsiveness when using the plasma for measurements. Make the appropriate adjustment for your TV.

This additional lag, however, should not be ignored, and it should be taken into account when developing the game. Many people will run your game on a TV that introduces additional lag. Steps should be taken to minimize the negative effects this unavoidable lag can have.

To measure the response time (lag) the simplest tool I found has been the free Quicktime viewer. With Quicktime installed, right click on the video file from your camera, and then quick on "Open with Quicktime". You can then use the arrow keys to frame advance 1/60th at a time.

For a particular response time, navigate the video to the first frame that shows the button fully pressed, and then count additional frames from there until you see the first indication of a response on screen. The number of frames you counted is your response time in 1/60ths of a second. You can convert to milliseconds by dividing by 60 and multiplying by 1000 (12/60ths is 200 ms)

Here are the frames for the PS3 system menu on the CRT TV:

In this first image (above), the thumb is descending to the "down" button on the D-Pad. It's important to press the buttons with the thumb starting off the pad and use a rapid hitting motion, so you can see the precise frame when the button is fully pressed. Note the slight motion blur on the thumb - this is also a useful indicator of if it is still moving or not.

Now the thumb is clearly stopped and is pressing the button. Since this is the first frame where we see the button pressed, then we start counting from here, at zero (if the response were visible here, you'd have zero lag, impossible with current systems).

Now (above) we are on the first frame of actual lag, note the same line on the menu is still highlighted.

Second frame of lag, still no change.

Third frame. The menu begins to move. This means that the PS3 system menu has a response time of 3/60ths of a second, or 50 ms (milliseconds). This is VERY GOOD, and is the fastest you can realistically expect from the PS3.

While it's theoretically possible to go to 2/60ths, this has severe performance problems. I don't think 1/60th is possible on the PS3. So - all games running at 60 fps should shoot for 3/60ths as an ideal response time. This also means games running at 30 fps should shoot for 6/60ths. That's in a perfect world, and as we shall see, actual results vary.

Results for Grand Theft Auto IV

The first thing I tried was shooting a gun in Grand Theft Auto IV for the PS3 on a plasma television. This is done with the right trigger button (R2), which feels (slightly) like pulling the trigger of a real gun.

In real life, there is zero delay between the trigger reaching the end of its travel, and the bullet leaving the gun. In GTAIV, this delay is somewhat longer. Here's the actual movie, so you can frame advance it yourself, and here are the relevant frames:

Note on the first frame (-1) , the finger is still moving, we start counting on the next frame (0) when the finger is fully on the button and the button is fully depressed. We then count until the first response, which comes at frame 12.

This indicates a response time of 12/60ths. Since it's measured on the plasma TV, we adjust this to 10/60ths. This gives us a raw response time for GTAIV of 166 ms (200 ms on flat panel TVs).

I repeated this test for turning and jumping, and got the same results. This is rather a long response time, and correlates with people reporting the game being sluggish and unresponsive. The delay in firing the gun after pulling the trigger is quite noticeable.

 
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Comments

Martin Tremblay
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Very good article!

I would love to see this done with MMORPG interfaces. Everyone claims that WoW's interface is the best, and all other games are sluggish compared. I wonder if WoW is just less laggy! I`m sure the stats on that could be pretty interesting :)

Bob McIntyre
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Since when do game developers "have to choose" between 30 and 60 FPS? Forget about PC games, for the moment...almost no game runs solidly at a fixed framerate even on consoles, unless the console is grossly overpowered for the game and actually has idle time between frames.

Also, Martin, I don't think it will make WoW less laggy because the primary bottleneck for lag in an online game, especially an MMO, is almost always the network connection. Even playing Warcraft or Starcraft, you can notice a slight lag difference between single-player and BNet multiplayer.

Martin Tremblay
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Yes, I agree Richard (Thank you for the comment! :)), that it being online creates its own set of lag. What I was trying to get at is compared to other MMO's, WoW's interface responds better, and seems a lot less sluggish. So if you play WoW and EQ2, both at 100ms Latency, and WoW's interface does respond faster, then it could be that WoW just is more responsive in the way some console games are more responsive. Since both games are online, with the same latency, online shouldn't be a factor.

Maybe I'm missing something though :) I'm not an expert or anything haha.

Jeremy Alessi
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Another solid article that every game programmer should read. Thank you!

Daniel Lam
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That's a pretty good idea! Though I have to point out that using the PS3 XMB may not be the most accurate calibration tool, unless it's official word that the XMB is indeed instantaneous.
In addition, TVs lag differently depending on how much processing is required at different resolutions too. Be sure to set your XMB to the resolution you are testing with (typically 720p)

The best way to measure the response time of your TV is to hook up a PC with DVI/HDMI-outputs in mirror mode, and run a video that has a countdown timer. Use the camera to take snapshots and you'll see the exact number differences between the PC outputting and the TV outputting.
Source : http://hdtvlag.googlepages.com/ourtest

James Williams
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Hi, I have worked on both Goldeneye and Perfect dark franchise plus I'm an avid quake player who is used to playing his FPS games at 120 frames per second (and 120 hz on the monitor) so I was interested in this article as I feel the validity of your claims are missing from a lot of console games and are partly why I not longer work with game consoles.

I think the problem is a lot of devs will always sacrifice frame-rate for better visuals because those gains are a lot more obvious to publishers and consumers, it's also fair to say that some games can get away with being more sluggish in terms of response time.

FPS and Driving games (this includes tony hawk:P) where the life or death of a player is heavily focused on the performance of the game so yeah its vital there to keep it tight, however other games have mechanics where that level of continuity is not required and I guess this is where the games start to feel like a bag of nails.

I would like to see devs take a note from the PC world and put in more video options, so for example if your game uses real-time this and real-time that then at least put in the options so "real-gamers" can sacrifice graphics for a smoother gameplay expereince.

you can even make it cheat based so such options are only enabled afte the game has been finished, so you can still have your great looking game upon release:)

Lastly I would say that however you prsent your findings, anyone worth their salt in games should know if a game feels like crap and if they still release agame knowing this, then maybe its best they carry on and hopefully disappear :)

I find it scary that in this gay and age peple are aiming for 30, it should be 60 FPS and if you're dropping frames, then you should be rethinking your level deisgns and art in that area because unless you have crap game engine then it should not be hard for most people to obtain a crisp expereience.

lastly, I don't know how long this will take to filter into the console market, but in the pcmarket it is possible to increase the polling rate of usb devices.

They run at 125hs as standard, but you can overclock to 250, 750, 1000hz, which make the general movement feel a lot smoother.

Steve Huckle
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How about measuring a game like Guitar Hero with the lag of the Audio? That would ignore frame boundaries, and give you a very accurate measurement of the lag. Plus it's a music game, so it might be important :0

Same method, just record the button press and the audio output of the game, then look at the difference in the attack portions of the sound.

Aaron Claussen
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to James Williams,

While I see your point on frames per second being important in a fast twitch game, such as Quake, because they allow for a faster response time you have to take something else into account. YOU are able to run games at 120 fps but many gamers are not. This could, arguably, give you an edge against other players. While this may help you get kills it also kills the spirit of competativness. By keeping games capped at a certain target fps it helps to keep the playing field level by not allowing any one player to leverage their hardware in such a way as to give themselves a better response time. Granted there are other factors, especially things screen resolution, but from a purely "twitch movement" perspective it helps to keep the playing field level.

John Mawhorter
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This is exactly the kind of hands-on article Gamasutra should run more often. You should do tests of a bunch of game genres comparing responsiveness to critical reception.

Kenneth Baird
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On the pc, sometimes bus transactions can delay USB mouse information (not sure if it affects ps2 mice). I've seen it in particular with sli / crossfire rigs where buffers have to be copied across the link (not properly clearing an offscreen surface for instance), or if excessive texture uploads happen in a frame.

Sometimes your framerate will be fine but there will be a good half second lag in mouse movement to actual movement on the screen due to the above.

jessica winslet
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Slowly but surely the top LCD and Plasma Televisions are getting to grips with combining TV PIctures and gaming technology. Something that should have been straight forward to do for some reason always got held back. Interesting article
http://www.site-de-bingo.fr

Wa Luigi
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Useful information but I completely disagree that reviewers should start using these methods to measure lag and include this information in the review. That's like including the amount of film grain in a film review. While this data is very useful for the people creating, it is not for the player/viewer. For better or worse, lag is sometimes used for gameplay feel (i'm guessing this is the reason the turn in Heavenly Sword is slower than the attack) and it is my opinion that instant response is not the answer for every application. So this sort of "under the hood" data should stay with the developers... please GOD... don't let game reviewers bust out their Lag-O-Meters.

Mick West
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Wa Luigi, while there are a few times when a developer may deliberately introduce a delay into a move, the majority of the time the player (and the developer) wants the response to be as quick as possible. Take for example firing a gun - it's very difficult to see any benefit from adding a 1/5th of a second delay between pulling the trigger and the gun firing (as we have in GTA-IV). The same applies to movements such as simply walking around.

And where a delay is inherent in the move, such as a power attack with a sword, the player still wants SOME response when they press the button, at the very least so they feel the game is responding to them - such as starting an animation.

I think you would be VERY hard pressed to find a game where the developers had DELIBERATELY added a short period of total unresponsiveness after particular button presses. In just about every case the lag is inadvertent, and perhaps unnoticed by the developers. Bringing lag forward as a measurable issue will help ensure developers pay attention to lag, and minimize it where possible.

Even if you accept that in a game such as Heavenly Sword there are particular moves that have additional lag, there is still the issue of the baseline lag - the shortest lag with which the game responds. This lag is often due to underlying technical issues I outlined in another article, and is generally something that is detrimental to the gameplay experience, and something the developers would prefer did not happen.

http://cowboyprogramming.com/2008/05/27/programming-responsiveness/


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