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To ascertain lag, we capture the analogue component output then count frames between the shot above and the resultant action on-screen. The end result is what you see in the shot above - a green bar on-screen that not only signifies that an input has been sent, but also when it was sent during scan-out of the frame, allowing for greater accuracy. Put simply, the HDMI output of the console is converted into analogue component - and any input from the buttons on the controller disables two of the three analogue signals. Even so, the results needed further massaging to remove display latency from the equation.Įven with all of this figured out, setting up high-speed cameras is still a hassle, leading Heckendorn to refine his solution, while enthusiast Nigel Woodall created his own ingenious input lag monitor system. It's a clever solution and Ben Heck's equipment is used throughout the industry. Judging when the button was pressed was difficult, leading Ben Heckendorn to create the latency controller monitor board, which provided improved visual cues as to when the button was pressed.
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Historically, the technique for measuring input latency is straightforward - point a high-speed camera at your display, position the joypad in shot, press a button and then count how many frames between button-press and movement on-screen. Crucially, even 30fps games like Killzone Shadowfall still hold up. But the bottom line is that we spent a good amount of time last weekend playing titles like Ultra Street Fighter 4, Super Stardust Ultra, Resogun and Virtua Fighter 5 on PlayStation Now and found them to be enjoyable experiences. Just like PlayStation Now, there is additional lag but it's actually quite fascinating how much tolerance there is for extra lag in the gameplay experience when the raw metrics look poor.
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GeForce Now requires a hefty internet connection to operate at its best in its full 1080p60 glory, but it works. So here's the thing - historically, Digital Foundry hasn't been kind to streaming gameplay services, but it's also worth stressing that we have given credit where it's due. Nvidia's GeForce Now has mostly addressed the technology challenges but hasn't attracted mainstream take-up, and our concern is that the same thing will happen with PlayStation Now - despite the service having much to commend it. At its absolute best, it showed the potential of the concept, but it's fair to say that the majority of the experience was blighted by terrible latency issues and dire image quality. John Carmack has talked about early, broken VR implementations 'poisoning the well' for the more refined future technologies to come and there's a strong argument that OnLive did the same for streaming gameplay back in the day.
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Why buy a console or PC when you can stream gameplay over the internet? Why upgrade your hardware when servers across the internet can be upgraded instead, with no cost to the user? Why put up with extended loading and installation times when you could have near instant access to a massive library of games right at your fingertips? PlayStation Now does all of these things and it now supports PS4 games, so why isn't there more buzz surrounding it?
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There was a time when the idea of streaming games over the internet was the hottest, most disruptive technology in the business.