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Reaction Time Test and game design - Page 2

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Peeano
Profile Blog Joined March 2009
Netherlands5403 Posts
April 09 2015 11:10 GMT
#21
1st try average 25.2
2nd try average 25.5
3rd try average 27.4
4th try average 26.7
5th try average 26.5
6th try average 26.4

My single lowest was 18.4 on the hairball and my single highest was 37.4 on the flip kick.
I think I failed like 7 times. I think the animations are very misleading and it actually put me in a bad mood.
FBH #1!
Maluk
Profile Joined August 2011
France987 Posts
April 09 2015 14:00 GMT
#22
Average : couldn't even block one hit lol.
Pwere
Profile Joined April 2010
Canada1557 Posts
Last Edited: 2015-04-09 16:30:03
April 09 2015 16:29 GMT
#23
I only did one practice run, as suggested. Here are my next 4 tries (did not fail):
24,23,41,25,28 , avg 26
27,34,34,32,29, avg 31
27,24,23,34,26, avg 27
Relaxed: 27,29,30,33,29, avg 29

Basically, anything 25 and below is the hairball, 26 and up is the weird kick flip. Relaxed = me playing shadow footsies until I get the signal.
The thing I don't like about this test is that, usually, you switch to block high when your opponent stands up/hops, but in this case, it will cause you to fail. I'd really like a test where it only matters if you're holding down on the first hit frame.

Still, fun stuff.
Jukado
Profile Blog Joined May 2011
805 Posts
Last Edited: 2015-04-09 18:02:27
April 09 2015 17:53 GMT
#24
Maluk wrote:
Average : couldn't even block one hit lol.

I think you must be doing it wrong because it doesnt matter if the Overhead attack animation finishes or not, you still record a number even if its like 1000 or more.

@Pwere, thanks for the stats and for doing it relaxed too.
Im not sure what you mean by 'playing shadow footsies until i get the signal' because you cant move the character around. But either way, if you mean Relaxed = doing the test in a chilled out way and not as fast as you possibly can, then ideal. Thats part of what I am looking for.
Your relaxed numbers are essentially the same speed as your full concentration numbers which is kind of funny.

Thanks for posting your stats everyone, keep em coming.
Star Tale Public Domain project. Maps: (2)Gates Of Memphis, (2)Marshmallow Toast, (4)Bubbles, (4)Clay Fields, (6)Numbskull Desert. Also the Vaylu Public Domain Tileset. Also Ramp Palettes, Brood War guides and some fun stuff. Links in my profile
virpi
Profile Blog Joined August 2009
Germany3599 Posts
April 09 2015 18:14 GMT
#25
did one practice run, followed by three "real" ones:

1st run (avg 24)
24
24
25
24
23

2nd run (avg 22)
22
25
24
20
21

3rd run (avg 22)
19
25
22
24
22

getting below 20 is kind of hard for me. but at least I'm consistent :D
first we make expand, then we defense it.
noD
Profile Blog Joined August 2010
2230 Posts
April 09 2015 21:13 GMT
#26
24,8
CakeSauc3
Profile Joined February 2011
United States1437 Posts
April 09 2015 21:19 GMT
#27
Average = 23.6
Pwere
Profile Joined April 2010
Canada1557 Posts
Last Edited: 2015-04-14 20:25:46
April 14 2015 20:23 GMT
#28
On April 10 2015 02:53 CardinalAllin wrote:
Show nested quote +
Maluk wrote:
Average : couldn't even block one hit lol.

I think you must be doing it wrong because it doesnt matter if the Overhead attack animation finishes or not, you still record a number even if its like 1000 or more.

@Pwere, thanks for the stats and for doing it relaxed too.
Im not sure what you mean by 'playing shadow footsies until i get the signal' because you cant move the character around. But either way, if you mean Relaxed = doing the test in a chilled out way and not as fast as you possibly can, then ideal. Thats part of what I am looking for.
Your relaxed numbers are essentially the same speed as your full concentration numbers which is kind of funny.

Thanks for posting your stats everyone, keep em coming.
I meant that I was thinking about what my character would be doing while keeping an eye out. Relaxed enough to still have fun and not feel stressed, relaxed muscles, etc.

However, that number is misleading because I got mostly hairballs, and I was getting better at that point. I'd say I was about 4f slower on average, which is still surprisingly low for how much better it felt.
Jukado
Profile Blog Joined May 2011
805 Posts
April 15 2015 10:05 GMT
#29
pwere:
I meant that I was thinking about what my character would be doing while keeping an eye out. Relaxed enough to still have fun and not feel stressed, relaxed muscles, etc.

Yes thats ideal, thanks.

Also, you say you were getting better at that point. This is certainly true, and its actually a good thing because it simulates a real online game eg starcraft where you get more accustomed to scenarios through repetition and anticipation etc.

I have collected all the stats you guys have shared and will do a little summary in a few days. This is your last chance to share your results, consider this the final bump.
Star Tale Public Domain project. Maps: (2)Gates Of Memphis, (2)Marshmallow Toast, (4)Bubbles, (4)Clay Fields, (6)Numbskull Desert. Also the Vaylu Public Domain Tileset. Also Ramp Palettes, Brood War guides and some fun stuff. Links in my profile
d3v
Profile Joined April 2015
3 Posts
Last Edited: 2015-04-27 16:52:06
April 27 2015 06:30 GMT
#30
Hi, D3v from Shoryuken.com here. Was pleasantly surprised that something made mostly for the FGC is being talked about here.

That said, this needed a few clarifications.
On April 01 2015 07:44 CardinalAllin wrote:
Bit of info for people who like this sort of thing.

1000 milliseconds in a second
If a game is running at 60 frames a second, then each frame lasts for 1000/60 = 16.666666 milliseconds.
If a game is running at 120 frames a second, (and your screen is 120Hz) then it would be 8.333333 milliseconds.

The test in the OP is 60fps. A modern ‘esport’ that is being developed as of 2015 should be 120fps in my opinion though.

All fighting games (or at least the good ones) are locked to 60fps. These games are basically state machines and alot of data is locked to specific frames. Even in modern, 3D animated games, specific data is still tied to each individual "frame" such as hit boxes, hurt boxes, invulnerability, armor, etc. Also, attacks are still timed in terms of frames (start-up, active frames, recovery) and alot of the math to determine if something can combo (a second hit can be applied before the opponent comes out of hit stun) or is safe (recovered before the opponent comes out of block stun) is calculated based on frames.

Seeing as Teyah's test was made using a 2D fighting game as a base, there's a reason it only does run at 60fps.
On April 01 2015 07:44 CardinalAllin wrote:
Its important to note that the above test is not even close to a fair test because we are all using vastly different hardware; inputs of mouse/keyboard, the computer itself, and the output monitor.

Since we're working with "frames (60ths or a second), you can find a baseline based on this. Basically, a true "tournament spec" setup is one where the input gets processed in less than 1 frame, or 16.67ms (plus the natural 1-3 frames of lag inherent in processing, which the program should already account for).

The FGC has already put up alot of resources for this such as DisplayLag.com.

That said, unless you have a really, really bad setup, (high input lag monitor plus laggy controls) you shouldn't be getting anything over a frame of lag on your computer.
Souma
Profile Blog Joined May 2010
2nd Worst City in CA8938 Posts
April 27 2015 07:54 GMT
#31
That was nice of you to create an account just to explain things. Thanks!

I tried it out and it's one of the cooler reaction tests I've taken.
Writer
Manit0u
Profile Blog Joined August 2004
Poland17722 Posts
April 27 2015 09:05 GMT
#32
http://www.humanbenchmark.com/tests/reactiontime

Same thing without all the bullshit.
Time is precious. Waste it wisely.
Jukado
Profile Blog Joined May 2011
805 Posts
April 27 2015 10:05 GMT
#33
Hello D3v. What a pleasant surprise.
Post your stats!

I see now that the way I juxtaposed these 2 sentences makes it look like a possible criticism of the test:
The test in the OP is 60fps. A modern ‘esport’ that is being developed as of 2015 should be 120fps in my opinion though.

That wasnt the intention though. The OP is not about Fighting games in particular. Its about game design.
I know that present day Fighting games are locked at 60.

not even close to a fair test because we are all using vastly different hardware

I knew when I wrote this it was gunna come back to bite me. I was too dramatic.

You reckon that the hardware differences will result in only 1 frame of lag. Thats interesting.
Can you tell us about the travel time of the keys as your finger presses down. It is my understanding that this alone is enough to add several frames.
A question, does the internet lag affect results much?


@Manitou The test you linked already has a recent thread here:
http://www.teamliquid.net/forum/general/481373-whats-your-reaction-time

The whole reason I made this thread is because the test you link is a different kind of reaction. It only tests detecting a change and not choosing the correct response.
Star Tale Public Domain project. Maps: (2)Gates Of Memphis, (2)Marshmallow Toast, (4)Bubbles, (4)Clay Fields, (6)Numbskull Desert. Also the Vaylu Public Domain Tileset. Also Ramp Palettes, Brood War guides and some fun stuff. Links in my profile
d3v
Profile Joined April 2015
3 Posts
April 27 2015 16:51 GMT
#34
On April 27 2015 19:05 CardinalAllin wrote:
Hello D3v. What a pleasant surprise.
Post your stats!

My average, last I tried was 28.6 frames
On April 27 2015 19:05 CardinalAllin wrote:
I see now that the way I juxtaposed these 2 sentences makes it look like a possible criticism of the test:
Show nested quote +
The test in the OP is 60fps. A modern ‘esport’ that is being developed as of 2015 should be 120fps in my opinion though.

That wasnt the intention though. The OP is not about Fighting games in particular. Its about game design.
I know that present day Fighting games are locked at 60.

60 is probably as good a baseline as any since not everybody is going to have the hardware to run at 120fps, what with most games just hitting 30.

More importantly, a game that you can bump to 120fps (in other words, not locked to 60fps), isn't based on frames like fighting games are (so the code runs regardless of frames).
On April 27 2015 19:05 CardinalAllin wrote:
Show nested quote +
not even close to a fair test because we are all using vastly different hardware

I knew when I wrote this it was gunna come back to bite me. I was too dramatic.

You reckon that the hardware differences will result in only 1 frame of lag. Thats interesting.

Any system will have a native amount of delay that you can't really do anything about. For example, the old CPS2 arcade board that ran Street Fighter II had around 4 frames of native delay.

More importantly, most modern games are can be designed so that the amount of native delay doesn't really change. For example, Street Fighter IV on PC doesn't really change the amount of delay no matter what the hardware is, as long as it's within the minimum recommended specs (the sole exception is that V-sync adds 1 frame of delay, but even that can be controlled).

So the only things that need to be taken into consideration are the delay on the controllers and on the display.

The fastest monitors have about 09ms of lag. Meanwhile, at least based on our own testing, most controllers can go as low as 03ms (with an averayge of 06ms) of delay so that's within the 16.67 (not 12.5 that I mistakenly put down earlier) for each frame.
On April 27 2015 19:05 CardinalAllin wrote:
Can you tell us about the travel time of the keys as your finger presses down. It is my understanding that this alone is enough to add several frames.
Show nested quote +
On April 27 2015 19:05 CardinalAllin wrote:
Of course there's a slight amount of delay, but this is why we use gear such as Sanwa buttons or Cherry switches with very, very low actuation force, to minimize the amount of delay.

The numbers I quoted above, for 3-6 ms for controllers, are tested using manual input though.

A question, does the internet lag affect results much?

Yes it does, which is why fighting games are still best played offline. Though the bigger issue tends to be variable delay, which is input delay that changes as the ping time between two players changes. This is why stuff like rollback netcode has been developed as we believe that it's more important to keep the delay fixed (and let small rollbacks handle desyncs) than screwing up people's timing by slowing the game. Too bad not many devs are using it.
evanthebouncy!
Profile Blog Joined June 2006
United States12796 Posts
April 27 2015 17:15 GMT
#35
fault
fault
fault
fault
fault

what?
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
evanthebouncy!
Profile Blog Joined June 2006
United States12796 Posts
Last Edited: 2015-04-27 17:35:43
April 27 2015 17:24 GMT
#36
oh i see i suppose to press a key asap after the spinning cartwheel
and it doesn't even matter if I block it before it hits me? I stood around after got hit by it thinking I'll just fail this one but no, I press something and got like 800 frames LOL

why the hell would you call that an overhead...
okay trying again.


you should disable mouse click as a click... so I can actually copy/paste the text here instead of writing it down, I tried to copy and everything disspeared.


okay there's another overhead attack, i see... most of mine are faults tbh haha... the cartwheel is pretty hard to queue in, I started looking for the pantie shot as a queue, but maybe there's a better one

avg: 28
avg: 28
avg: 27
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
evanthebouncy!
Profile Blog Joined June 2006
United States12796 Posts
April 27 2015 17:37 GMT
#37
the jump into low blade attack generates the most faults, I think that's the most deceptive one
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
Jukado
Profile Blog Joined May 2011
805 Posts
April 27 2015 21:37 GMT
#38
evanthebouncy! Thanks for posting your stats. I will include them in my results.

D3v:
I agree most people dont have the hardware for 120fps. The main thing being a 120Hz monitor. They are just coming down into the good value for money window, and probably in 2 years time they will be affordable for people looking to upgrade. Other hardware considerations are ofcourse the actual grunt of the machine itself to process the frames. If a developer wanted to start making a new game today that was similar to Street Fighter IV then I agree that 120 would be unwise as a design goal due to the average gamers specs and monitor.
If I were to be very very general, I would say most games run at 30 on consoles but most games on PC can be run at 60 on the average 'enthusiast' spec machine (not necessarily with all max settings).
And yes, current games that can run at 120 frames are mostly Shooters that are not lockstep.

You keep mixing professional setting vs us doing an online reaction time test using random hardware and using the internet.
May I quickly just repost the whole paragraph for context:
Its important to note that the above test is not even close to a fair test because we are all using vastly different hardware; inputs of mouse/keyboard, the computer itself, and the output monitor.
With that caveat, Im gunna say:
A good average is around 21 frames. Up to 25 average would be pretty good too, especially on first try. To get below 30 frames average is quite easy. To get below 35 is certainly easy. To get 18 consistently might be possible. To get lower might be possible too but extremely hard.

The only reason I put in the caveat was to cover my arse from looking silly if I had just said 'A good average is 21 frames' all on its own. But anyway, from your second post it is now clear that we both agree that for doing this test here at home on our various hardware and over the internet that it is far from a fair test, and that there is a plus or minus window of atleast 4 frames.

Regarding my very loaded sentence:
A modern ‘esport’ that is being developed as of 2015 should be 120fps in my opinion though.

This is for a 2d lockstep game. The Esport game I personally envisage is a brood war RTS type of thing, designed specifically for the professional setting that you have described; tightly controlled high spec hardware, LAN connection. If I were to begin developing a 2d fighting game today, I would personally also make it 2d and 120 frames per second. This isnt to say that I deem 60fps games as less skillful or anything like that.
Random fact, Im using a model M keyboard from 1991 and a rollerball mouse without a scroll wheel (seriously someone send me a spare mouse).

Netcode; the choices made for how to implement this is vital ofcourse. If I were to start making an Esport game today I would make it for LAN first and foremost as I previously mentioned. However, it would be wise to develop an online version too otherwise the game would probably not ever get popular. It is important to consider it a separate version entirely in my opinion. I agree with you that the best solution is to "keep the delay fixed" rather " than screwing up people's timing by slowing the game."

Overall, the discussion in the thread comments has concentrated on hardware. Its a critical element to consider when designing a game, especially an Esport which is what this thread is mostly concerned with ultimately.
There were several other topics brought up in the OP such as:
-Comfortable speed (for beginners and relaxed sessions) VS Top skill speed (for best gameplay at professional level) And how you can design to accomodate both and all inbetween on a scale.
-Animation considerations (again for best gameplay at professional level, not just eye candy)

@D3v thanks for sharing the juicy details here such as:
The fastest monitors have about 09ms of lag. Meanwhile, at least based on our own testing, most controllers can go as low as 03ms (with an averayge of 06ms) of delay

Its great to read the views of a Fighting game expert such as yourself so cheers. Game designers have much to learn specifically from the Fighting game scene (in many areas not just hardware). I myself have a considerable amount of notes from Fighting games Ive studied.
Star Tale Public Domain project. Maps: (2)Gates Of Memphis, (2)Marshmallow Toast, (4)Bubbles, (4)Clay Fields, (6)Numbskull Desert. Also the Vaylu Public Domain Tileset. Also Ramp Palettes, Brood War guides and some fun stuff. Links in my profile
d3v
Profile Joined April 2015
3 Posts
Last Edited: 2015-04-28 09:40:59
April 28 2015 09:38 GMT
#39
On April 28 2015 06:37 CardinalAllin wrote:
May I quickly just repost the whole paragraph for context:
Show nested quote +
Its important to note that the above test is not even close to a fair test because we are all using vastly different hardware; inputs of mouse/keyboard, the computer itself, and the output monitor.
With that caveat, Im gunna say:
A good average is around 21 frames. Up to 25 average would be pretty good too, especially on first try. To get below 30 frames average is quite easy. To get below 35 is certainly easy. To get 18 consistently might be possible. To get lower might be possible too but extremely hard.

The only reason I put in the caveat was to cover my arse from looking silly if I had just said 'A good average is 21 frames' all on its own. But anyway, from your second post it is now clear that we both agree that for doing this test here at home on our various hardware and over the internet that it is far from a fair test, and that there is a plus or minus window of atleast 4 frames.

What we really need to find out is how many frames of delay Flash has, plus whether or not things like browser choice affect it. Then we can get the baseline level of delay for the system. That said, with as thorough I I know Teyah to be, that's probably already considered in his calculations.
On April 28 2015 06:37 CardinalAllin wrote:
Regarding my very loaded sentence:
Show nested quote +
A modern ‘esport’ that is being developed as of 2015 should be 120fps in my opinion though.

This is for a 2d lockstep game. The Esport game I personally envisage is a brood war RTS type of thing, designed specifically for the professional setting that you have described; tightly controlled high spec hardware, LAN connection. If I were to begin developing a 2d fighting game today, I would personally also make it 2d and 120 frames per second. This isnt to say that I deem 60fps games as less skillful or anything like that.
Random fact, Im using a model M keyboard from 1991 and a rollerball mouse without a scroll wheel (seriously someone send me a spare mouse).

120fps for a fighting game might cause some problems though, especially with how certain data is calculated by the community. The bigger issue though why no one is trying to do this (even the more forward thinking indies) is that since most things are tied to frames, doubling the amount of frames means double the work and more chances for making mistakes.

That said, it would be interesting if someone made a fighting game that ran at 120fps, but that simply repeated the data from one frame to the next (so what would take one frame, would now take 2 frames).
On April 28 2015 06:37 CardinalAllin wrote:
Netcode; the choices made for how to implement this is vital ofcourse. If I were to start making an Esport game today I would make it for LAN first and foremost as I previously mentioned. However, it would be wise to develop an online version too otherwise the game would probably not ever get popular. It is important to consider it a separate version entirely in my opinion. I agree with you that the best solution is to "keep the delay fixed" rather " than screwing up people's timing by slowing the game."

Sadly, some devs still don't seem to agree.
On April 28 2015 06:37 CardinalAllin wrote:ssional level, not just eye candy)

@D3v thanks for sharing the juicy details here such as:
Show nested quote +
The fastest monitors have about 09ms of lag. Meanwhile, at least based on our own testing, most controllers can go as low as 03ms (with an averayge of 06ms) of delay

Its great to read the views of a Fighting game expert such as yourself so cheers. Game designers have much to learn specifically from the Fighting game scene (in many areas not just hardware). I myself have a considerable amount of notes from Fighting games Ive studied.

Our genre, due to having been codified during the 90s, is one that's most sensitive to things like lag and such. The move to HDTVs has actually caused alot of issues once it was discovered that modern stuff is slower than old school CRTs. This is why once we learned this, we started looking more and more into sources of input delay.
Bulgogi
Profile Joined March 2010
United States60 Posts
April 28 2015 21:12 GMT
#40
After about 10 practice trials because I couldn't figure out the controls and what I was supposed to be doing.

24
22.2
19.3
22.2
21.9
Avg 21.9

I probably could get better if I could distinguish between Millia's hopping low kick and the overheads better. The low kick leads to a lot of false positives for me.
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