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Farsight Studios
The Pinball Arcade / Farsight Studios
Platform Specific
Playstation 3
PS3 input lag issue
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<blockquote data-quote="Sean DonCarlos" data-source="post: 10098" data-attributes="member: 152"><p>Actually, it could, but it would vastly increase the complexity of FarSight's physics engine. Here's how it could be done:</p><p></p><ol> <li data-xf-list-type="ol">Calibrate lag by showing an image of a pinball falling across a line and asking the player to flip as soon as he sees the ball first touch the line. Do this 5 or 10 times and take an average lag value. Let's say it's 50 milliseconds for player X.</li> <li data-xf-list-type="ol">Start the table. Physics engine begins tracking the ball position and keeping track of where the ball has been in the last second or so in a little first-in/first-out buffer.</li> <li data-xf-list-type="ol">At some point, ball reaches flipper and player flips. Because of the lag, he will flip too late.</li> <li data-xf-list-type="ol">Physics engine receives the command to flip <em>and resets the ball position back to where it was 50 ms ago.</em> It can do this because it has been saving this information in the little buffer.</li> <li data-xf-list-type="ol">Physics engine now flips and ball heads in the desired path (assuming player X is skillful!).</li> </ol><p></p><p>The difficult part is handling multiple rapid (or simultaneous) flips, a flip and a nudge simultaneously, multiball interactions, teaching the physics engine not to go back 50 ms if no collision will take place (to avoid players slowing down the game by rapid flipping), etc. I believe this is possible, but it may be A) beyond the capabilities of mobile devices, and B) a nightmare to implement and debug. Also, if the lag value is high (>200 ms or so), there will be a pronounced jerk in the displayed ball position whenever the physics engine "goes back in time" to correct for lag.</p></blockquote><p></p>
[QUOTE="Sean DonCarlos, post: 10098, member: 152"] Actually, it could, but it would vastly increase the complexity of FarSight's physics engine. Here's how it could be done: [LIST=1] [*]Calibrate lag by showing an image of a pinball falling across a line and asking the player to flip as soon as he sees the ball first touch the line. Do this 5 or 10 times and take an average lag value. Let's say it's 50 milliseconds for player X. [*]Start the table. Physics engine begins tracking the ball position and keeping track of where the ball has been in the last second or so in a little first-in/first-out buffer. [*]At some point, ball reaches flipper and player flips. Because of the lag, he will flip too late. [*]Physics engine receives the command to flip [I]and resets the ball position back to where it was 50 ms ago.[/I] It can do this because it has been saving this information in the little buffer. [*]Physics engine now flips and ball heads in the desired path (assuming player X is skillful!). [/LIST] The difficult part is handling multiple rapid (or simultaneous) flips, a flip and a nudge simultaneously, multiball interactions, teaching the physics engine not to go back 50 ms if no collision will take place (to avoid players slowing down the game by rapid flipping), etc. I believe this is possible, but it may be A) beyond the capabilities of mobile devices, and B) a nightmare to implement and debug. Also, if the lag value is high (>200 ms or so), there will be a pronounced jerk in the displayed ball position whenever the physics engine "goes back in time" to correct for lag. [/QUOTE]
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Farsight Studios
The Pinball Arcade / Farsight Studios
Platform Specific
Playstation 3
PS3 input lag issue
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