That lag is disgusting and I experienced it since NFS Prostreet and it existed in Shift 1 also with so much lag (~0,5sec). Terrible to not have been fixed yet. Not a single excuse EA!
Sure it sucess with all racing wheels?.
I don´t see Fanatec wheel ideal to test lag input...
Sure it sucess with all racing wheels?.
I don´t see Fanatec wheel ideal to test lag input...
Sure it sucess with all racing wheels?.
I don´t see Fanatec wheel ideal to test lag input...
You don't notice any lag if you switch views to outside the cockpit...
pgagooberS2U : First hint of tire movement after input : 0.433 seconds
GT5 : First hint of tire movement after input : 0.233 seconds
The lag is more obvious when you can see the steering wheel delay in the cockpit after you turn your real steering wheel.
dmanaenk^ If one plays only S2U, getting used to an early turn-in is probably not a huge deal. If one plays multiple games - it's an issue.
Just face it shift 2 sucks
pgagooberMore testing, and I think this nails it down once and for all. There has been some very constructive discussion in JJ72's thread here : https://www.gtplanet.net/forum/showthread.php?t=197102
Many folks have been testing various theories and eliminating possible causes and solutions along the way. One very interesting theory put forward by Imari (I believe) was that the suspension could be modeled in such a way that it takes a little time for the suspension to load up after the wheel is turned. That could account for the delay incurred before the car actually starts to rotate. Makes perfect sense as a soft suspension could indeed allow this to happen in real life. If that were true it could in theory point to a potentially very good physics engine, just with inaccurately modeled suspensions. eg. The car I was using for the videos is the Lamborghini LP640. I'm pretty sure they didn't reuse the suspension from a Crown Vic, as crazy as they are over there!!!
So, to test this all out I decided to run the same tests again but this time while viewing the actual tires on the car rather than the initial rotation of the vehicle as seen from inside the cockpit. The results are very interesting.
S2U : First hint of tire movement after input : 0.433 seconds
GT5 : First hint of tire movement after input : 0.233 seconds
That 0.2 second gap is pretty much exactly the same gap as seen from inside the cockpit with the car in motion. Therefore we can only conclude that the additional 0.2 second overhead occurring in S2U is taking place in the software and is not a side-effect of suspension loading or any other physics-related quirk. Simply put, it takes S2U almost twice as long as GT5 so translate user input into vehicle reaction. In my view that can only be sloppy coding and the only fix is a patch. I'd be happy to be proven wrong but I think we're running out of options here.
Here are the videos, first S2U :
<a href="http://www.youtube.com/watch?v=880mQkROdqk">YouTube Link</a>
And now GT5 :
<a href="http://www.youtube.com/watch?v=R0G9YJ_fbmQ">YouTube Link</a>
Almost like driving on tires nearly fully deflated.
Interesting...
have you tried with a view where you can see the wheel of the car? It would be interesting to compare how quickly the game actually recieves and processes the input (ie how fast the in game wheel shows response to your wheel turn) vs how fast a visible reaction to the cars direction kicks in.
Also what kind of display are you using? Have you calibrated it for lag on the input you are using (maybe try a game that doesn't feel laggy, then see what the results are of a similar test to verify)? Some display get drastically more lag depending on input and even on resolution due to how their scalers handle the picture.
Also any similar comparison to look at throttle and brake response times?
Interesting...
have you tried with a view where you can see the wheel of the car? It would be interesting to compare how quickly the game actually recieves and processes the input (ie how fast the in game wheel shows response to your wheel turn) vs how fast a visible reaction to the cars direction kicks in.
Also what kind of display are you using? Have you calibrated it for lag on the input you are using (maybe try a game that doesn't feel laggy, then see what the results are of a similar test to verify)? Some display get drastically more lag depending on input and even on resolution due to how their scalers handle the picture.
Also any similar comparison to look at throttle and brake response times?