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Mrak píše:Myš jsem neměl nastavenou a hru dlouho nehrál, tak jsem si už dost nepamatoval a blbě se mi ovládalo![]()
As you can see in the charts below, Gears 5 multiplayer on Xbox Series X at 120fps has an average input latency of 37 milliseconds, compared to 85 milliseconds for Xbox One X at 60fps.
tdjohn píše:Input lag u konzolí znám, proto vím, že streaming je nesmysl.
Now, the two key franchises - Call of Duty and Battlefield - both came to prominence in the last-gen era. They're 60Hz titles on current-gen, but back in the day only COD targeted that gold standard in console frame-rate. Based on the PS3 results (Xbox 360 may be tighter), Modern Warfare 2 produces input latency in the region of 77ms. Compare that to the 157ms we get from Battlefield 3, a 30fps game with drops below that, and it's clear why one felt tighter to control than the other. DICE adapted though, and Battlefield 4 - a cross-gen release with both PS3 and PS4 versions - handed in a massively improved 97ms, pretty good for a 30fps game on PS3. It felt better, but it still wasn't quite good enough. The PS4 release, based on the same engine and running at 60Hz, cut latency down to a highly competitive 63ms.
DICE's Frostbite engine is one of the most advanced renderers around, but despite the many visual improvements made since Battlefield 4, latency has decreased - our measurements pin it at a very sharp 56ms. As good as it is, Call of Duty leapfrogs it with an even lower 39ms reading in Infinite Warfare. That's a lead of one frame, and it's the same story for the Modern Warfare remaster on PS4, again built on the same engine groundwork, where we get a 40ms reading. Effective parity is perhaps to be expected here, bearing in mind that both are built on the core engine developed for 2014's COD Advanced Warfare.
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