@@Trimint123 Offline lag is still bad & has been often criticized by the competitive scene, especially when MultiVersus achieved 2 frames of input delay on PS5. It’s just that online is absolutely infuriating with the lack of rollback netcode, making the already-bad input delay even worse. Smash isn’t even the only victim of this regarding modern Nintendo games, as the recent two Splatoon games share this issue to an extent.
@@Neoxon619 hopefully splatoon 3 is somewhat better sense they are using their newer in-house servers but knowing nintendo the issue will obviously still remain to some degree
I never realized how much lag has been a part of my gaming experience until I played a game with minimal lag and freaked out because it FELT like the game was predicting my movements and acting a split second before I pressed the button.
@@schwa4883 Technically this a personal project with no connection with Nintendo or Nintendo of America. (He only got approval to used footage, but they not helping him make this.) So Sakurai doesn't have access to hiring a translator that lives on a different continent.
@@Moony_7860 Why the L button specifically? As in, why is there two shoulder buttons instead of one? (Or three on a GameCube controller instead of two.)
its a reference to a random 2 second gag in a youtube video by a creator called ScottTheWoz, some fan made a deep fake of scott actually making a video on the L button and its a joke in his community
I did not know that. This actually improved my t.v. by a lot. Thank Mr. Sakurai. This makes competitive gaming play better. I also showed my friends this. They loved it.
Same. I actually never realized that modern TVs had a "Game Mode" as a display option now. Quickly checked mine and there it was. I kinda feel stupid for not messing around enough with it even though I did experiment with the audio settings.
@@LonesomeDevil yeah, I was playing wind waker on my tv and it felt horrible... then I. Remember most TV's now have a gaming mode and it instantly fixed everything
I honestly have no idea how anyone could NOT notice this. I think there is alot of interesting science behind why amongst gamers, the group thay should all be aware of this, don't seem to be. I remember going to a friend's house around the time the third smash bros came out, and he had a fancy new TV, and I immediately could feel the extreme latency and my friend was in absolute denial to the point where he refused to even check the settings! Ruined the entire experience honestly. Ever tried speaking with through a microphone while wearing headphones and your voice is delayed just slightly? Its a perfect way to simulate trying to talk when your black out drunk lol I'm always thinking "how can this be better?" And I don't stop making the experience better untill I run out of ideas.
@@diydylana3151 OS bloat is why I'm so hopeful of valves new operating system thats designed around gaming. Its sort of insane to realize despite gaming being such a huge part of the pc market, there hasn't been a specialized build of windows specifically FOR gaming! I can't even imagine just how much power is being wasted on operating system processes that a gaming oriented user never uses or even cares about
And for programmers: Poll your inputs as late as possible! Mario 64 polls them around 2-3ms early (practically imperceptible) and Smash Bros melee polls them up to 16ms early! (oh no)
@@relo999 no, polling means reading the state of the input devices ideally you poll input right before the game loop runs so every change is reflected in the earliest frame possible
@@littlelum9773 Imagine a bus. Your inputs hang out at a bus stop. The bus driver has a clipboard, and on their route, they note down who's present to inform the other bus stops on their route. The bus driver has to pass by and record who's there (poll your inputs) to let everyone else know if you've pressed or released a button since the last recording. Faster polling means a shorter route (higher frequency), and slower polling means a longer route (lower frequency). (The bus route in this analogy is very often an actual loop in the program that the instruction pointer traverses.)
To be honest I was expecting more about how a game can minimise input delay (like VSync/buffering/poll timings) rather than the user, but this is definitely a good guide for those not technically inclined.
To be fair, Sakurai isn't really technically versed (especially for more modern games) and as he has already said in the introductory video, he doesn't intend to become very technical on this channel. Sakurai is more of game designer, director who contributes ideas and concepts rather than implement them himself. He maybe would have to ask some of the programmers he worked with in the past for stuff like that.
Yes, a lot of lag can be added by a game/emulator, not in your TV. Emulators often add several frames of lag to already hard games that are supposed to be played on a CRT with zero lag.
This is one of the reasons I still use my CRT for retro systems (and more obviously for nostalgia and authenticity reasons), straight with RGB SCART. Bypasses the jungle Chip and drives the beams functionally directly.
This! I miss the CRT I used to have with a VHS built in. It made playing the old games from wii era and back that much authentic and it looks and runs better too. I also used to have the semi flat tvs With the component or 3 color plugs. ;-; my family gave them away. Nuuuu
I get that lag is bad, but are you seriously gonna sit there and say that is worth sacrificing a perfect pixel display with a blurry image over a 20ms delay?
@@julianx2rl 20ms is 1/5 of a second, about as much time as it takes to type three characters into a comment. That's massive. Drop by an arcade if you can find one, there are plenty of CRTs in the old cabinet games. Look for GunCon games like House of the Dead, Time Crisis, or Point Blank. Those games demand really fast reaction time and the machines are tuned to make it possible. Once you play on a 0ms system, you'll understand how huge 1/5 of a second is. Also, if your CRT image is blurry, it's miscalibrated because someone dropped it down the stairs.
In this instance, you don't have to. This topic affects all gamers when playing games. if you ever feel that the controls are sluggish or heavy, this topic points out different things you can troubleshoot. This can lead to you having a more enjoyable experience!
Im on the same boat as you, in my case im a software dev and plan on keeping it that way. Still, these videos are really good and just SEEING sakurai talking about something he likes is really fun
Side note: For those looking for low response times on PC monitors 120hz and higher, don't be fooled by the sea of 1ms response times, as most monitors can only achieve these speeds with settings that destroy image quality. Instead, look at reviews for the monitor you're looking at to gauge their "true" response time.
yeah like i got a 4k60hz monitor recently and the ghosting is ABSURD but there’s some AMA settings which only clear it up slightly. My jaw dropped when i hopped on minecraft and saw that everything left a blueish trail especially trees or dark blocks next to lava
i normally do put my tvs into "game mode" settings, but i had no idea it had anything to do with lag!!! i always thot "well the screens a bit brighter so thats nice i guess" lmao. thank you sakurai!
On my TV, I noticed game mode doesn't look as nice, but it does solve the lag issue. Now I now about the post processing. I had no idea why it looked better without game mode.
I really like how he has many different categories for different things each with its own name. Only enhances the show and make it more unique. Never change Sakurai, we love you.
I can see Sakurai work as a hardware guy (not just as a game developer) explaining stuff like this and explain it much better than what most companies (and TH-cam creators as well) don't tell ya. I've learned more about how this works in greater detail than before!
It's refreshing to hear Mr. Sakurai talk about these problems. At times, it can seem like certain developers don't even realize certain things are a problem at all, so videos like this help remind us that they are, indeed, human, and can notice problems just as well as the rest of us. It leads one to think that many games with input delay issues aren't that way for lack of trying, but rather for other reasons like, perhaps, budget or development environment or publisher demands.
when that happens, I'll be pretty pumped. I like how he doesn't rehash what most devloggers say. Like a good game must have juice, screenshake and things like that. Once you watch a few many devlogs, you'll see the same content rehashed to a bijillion times. He talks about things that are actually pretty unique and that I've not heard of in the design sphere as well as tv settings and things like that. And that makes me excited.
In fact you are doing an encyclopedia that everyone can use and enjoy with this channel, not only developers. I remember when the first LCD TVs came out, it was a nightmare with RGB/Composite based consoles, I rapidly turned back to CRT's for those and never went back!
OLED is the closest thing to CRT for low latency and fast pixel response. There is a HUGE difference between the OLED Switch and normal LCD/IPS for contrast, brightness and motion response for fast paced action.
It's worth to note that lag is severely more apparent to whoever's controlling the character, than to whoever's just watching. That's because the player presses the button and usually notices when the timing is off, when there's delay after an input, when it feels less responsive than a game should. When a game is free of lag you feel like you're controlling the character, but with latency you start feeling like you're watching the character move. A spectator often isn't really able to tell how delayed a movement is, if there's a stutter that messes with the timing etc. I know that's a bad explanation
Thank you for sharing Mr. Sakurai. I learned that if you feel like the controllers, screen, or audio aren't responsive to the gameplay; try adjusting your picture settings or sound on the tv/monitor. Hopefully you can talk about "online lag." I wished a certain company that make awesome games that include online functionality can learn something.
@@MrVariant but he wasnt talking about the game itself at all, but rather, the tv they were playing on. kind of wish he did mention smash ultimate's horrendous input lag
You're thinking of slowdown, which is when the game runs slower because it's doing something particularly computationally intensive, such as having a lot of enemies on screen or showing an intense visual effect. Lag, on the other hand, refers to a gap in time between events which are theoretically simultaneous. The video here talks about a few different types: display/input lag, which is a gap between pressing a button and the effect of the button pressing showing on-screen, and audio lag, which is a gap between the on-screen actions and their respective sound output. There is also net lag, which is a gap between a player taking an action on their client and that action being manifested on other players' clients.
Thank you for the advice! I have been dealing with lag on my laptop when playing games that require more processing power, but I recently realized the FPS setting was set to unlimited instead of capping the frame rate at 60 FPS. I never would have thought the type of television screen could contribute to lag.
@@calivali2876 Actually that's kind of what I was hoping he'd discuss in this one, haha. Would be interesting to hear why they still went with delay based netcode
@@towinrei to be fair to sakurai he just directed the game and fixing the input lag/netcode would be up to bandai namco and ultimately nintendo, who would have to pay them to have it implemented. There was nothing stopping him from fixing the buffer system or giving us a quick stage hazard toggle tho.
@@yeagmatic True that. I've also heard some people, and even Sakurai himself say, that rollback netcode on the switch is very difficult to implement. Sakurai actually said in an interview that he would've liked to implement rollback into the game, but technical issues (presumably the CPU of the switch) caused them to ditch the idea.
Mr. Sakurai, will you ever talk about the mods people make for games? It would be absolutely fascinating to hear from an industry professional on the topic in a more laid-back manner.
With him mostly working for Nintendo? Never, unless he wants to possibly be fired out of it lol I doubt Nintendo would like their most charismatic and loved developer (afther maybe Miyamoto, besides the fact that a lot of people hate him nowadays) saying "hey guys it's ok to mod games even If Nintendo disagrees with It!" And if he said "modding is wrong, Nintendo please don't stop calling me to work with u" It would hurt his image with fandom It's literally a lose/lose situation
@@renren47618 but sakurai doesnt work for nintendo. hes just a big contributor to their platform, but it probably would lead to issues if any is talked about nintendo. mabey a safe option would be to look at games that have a workplace page on steam and talk about how user created mods from there work.
@@MrMariosonicman Nintendo owns a 70% stake of Sora Ltd. Sakurai made Kirby and Smash Bros. He still has to toe the company line, even with the technicalities of his business structure.
I remember going to a party where they had melee playing off a PC on a big ass LED TV and I was really struggling because of the lag even though remember being pretty decent at the game. After a while I realize how horrific the lag was and I mentioned something and nobody else seemed to notice or care. It’s funny how sakurai had a similar experience lol
This has been an ongoing discussion in the FGC recently, especially with PS5 fighting games. Some have already addressed the problem to great results (Guilty Gear -Strive-, MultiVersus, etc.), but others still need more fixing (DNF Duel being a prime example). And regarding Smash, its input lag (both online & offline) is atrocious. I hope we get rollback netcode as well as better input delay in general for the next Smash game.
@@enviableace9987 The current rumor by those in the know state that GTA6 should be out by FY2024. The next Nintendo system should already be out by then, so that timetable makes sense for Smash. I can’t really see Nintendo waiting much longer than that, otherwise they risk leaving the Switch 2 without a Smash game of its own for most of its life. That’s basically the equivalent of leaving one of your star players on the bench for most of the Super Bowl.
Good thing Nintendo is straying away from the toxic cesspit known as the FGC. Nintendo didn't become the established name as it is now due to having a vibrant eSports scene.
Very nice video, I really agree with those aspects and that Display Lag is the most unknown variable here. As a sidenote, I really liked the translation of zatsudan as "grab bag", it seems more fitting than e.g. chit-chat to me
Kinda funny that kirby’s adventure is in the thumbnail & video seeing as its one of the more notoriously laggy nes games. However that’s due to the game slowing down when alot is happening on screen, which is a different type of lag
I own a CRT TV, and when I played Chrono Trigger on it, I was able to defeat Lavos at only level 55 with just Crono and Marle. But when I brought my PS1 to some family's house, and hooked it up to their LCD TV to show off the game, the lag made my menu navigation too slow and unresponsive to beat Lavos with Crono, Marle, and Lucca at level 57.
Doesn't sound like specially low to me to be honest. I checked my save file of chrono trigger on the DS and all my party members are bellow 55. I wouldn't say I am particuarly good at the game or that lag matters all that much in chrono trigger, it is much more about the strategy, your timing doesn't really matter that much if the boss is performing an action anyways, which is often. The screen on the DS lite is LCD and I think that a good LCD set up for an snes can get very close to the DS. Specially since everything about the SNES would be analog except for the screen, while on the DS everything is digital. But I am not sure what the input lag is on the DS, I cannot find any sources.
Thank you for explaining this so clearly. I have always been sensitive to lag and I struggle to explain it to others sometimes, so having this video from a trusted game director is very important and useful. I hope that thanks to your efforts we can defeat lag everywhere!
Sakurai, you're my hero for making this video. This is why I love your early Smash games, where you really cared about responsiveness. I will be sharing this with many people!
Those are just the components of a pixel, as in the individual red, green and blue lights. It's easier to think of sub-pixels if you had a screen with pixels an inch square. You understand that there are fractions of an inch, and so does the game, but the screen doesn't. So, a game with sub-pixel processing, especially 2D games, have ways to keep track of fractions of inches, and advanced players evolve ways to make sure their character is aligned to the nearest inch for tricks that require 'sub-pixel precision'.
Props to Sakurai for making an entire video about input lag, a super-important mechanical factor which lots of people simply swear doesn't exist. HDTVs have their place for sure, but CRT displays are _still_ king when it comes to 0ms input, image smoothness, and game responsiveness. Even after 20 years of HDTVs, I haven't found a single monitor with better handling than one tiny Trinitron made in the late 1980's.
It's definitely true that most people can't perceive input lag under most circumstances-it definitely takes a trained eye to be able to do, usually from lots of experience playing games that require fast and precise inputs. I've observed that many fighting game players are good at perceiving input lag, for instance. For my part, in the precision platformer *Celeste,* while attempting to beat one of the very last levels, I was practiced and focused to a point where I could see the incredibly small delays between my pushing buttons on the controller and what I saw on the screen. It could certainly be said that it made the levels that much more of a challenge. At the time, I figured there was nothing that could be done about it, so I just pushed through and eventually beat it. I had no idea TVs came with a game mode setting; thanks for making me aware of that!
Funny, because as much as I love Ultimate, it undeniably has the most input lag of any Smash game, and this was deliberately built in to the game. The online only magnifies this issue, as for some inscrutable reason an additional input buffer of up to five frames is added on to the game's automatic 8-9 frame input lag. Between this decision and Nintendo's awful online infrastructure, Ultimate's online has a horrible reputation.
At first when the game came out I was like its not that bad but after having to deal with playing online during the pandemic whenever I played smash I could really understand what everyone was talking about. It's terrible
yeah, it's why I only play the game with friends offline or at locals/tournaments. It's an incredibly fun game game with a deep metagame, but my god does the online not live up to the rest of it, and I'm sure that has always bothered Sakurai. If anything, this video proves his philosophy on the matter was unable to match the reality of the game.
@@oriongold395 yeah, even local it's about two more frames than 4, which is the second highest. And plugging the controller in doesn't help, because the game automatically introduces artificial input lag to make it equal to wireless. It's also got to do with how the controllers connect to the Switch through USB, but have to go through the dock first. That's why Switch games in general have nearly universally more input lag than any other version of that game, or previous console generations. It's something Switch 2 needs to fix, assuming it happens.
You do realize Sakurai wanted Rollback netcode for Smash Ultimate, but there are so many factors that would contribute to it not working, such as stage hazards, items, etc. Now you can read that and you say "Well just center the Online around competitive play, remove items and stage hazards and we can have a smoother Online experience" but the problem with that is that the competitive scene of Smash Brothers is not the only venue of play the game provides, and at its core is meant to accommodate all types of players and all types of game scenarios. Also, Smash Ultimate doesn't have the worst Online. Not by a long shot: That still applies to Brawl, and even more so to Mario Maker 2. Mario Maker 2 is literally unplayable.
i absolutely agree with this sentiment, and i’m sure it’s not perfectly within his control considering the console and developers on board… but Man, does this feel incredibly ironic with how awful Ultimate’s 6-8 frames of inherent delay are.
Not that I wouldn't want better online, but he has already made an statement about considering rollback on Ultimate, it just wasn't possible due to side effects with it.
Correct me if I’m wrong but I think it’s because the switch itself has a rather high input delay, I don’t think they could’ve reduced it further for smash unfortunately
@@Leee275 dude one guy, fizzi(prob spelt wrong) made rollback netcode for smash melee, nintendo could have made rollback netcode for ultimate, they chose not to probably just to spite us competitive people
@@Leee275 listen, when they said that nintendo hq just didnt want teleporting characters for normans with bad wifi. it''s totally possible to implement in limited fashion, maybe not with every stage and item but let's not make excuses for nintendo not preparing for comp players needs.
I'm so glad this video does a good job explaining that low pixel response time doesn't automatically mean low input lag as well. In my opinion that one is not trivial to understand, but the video points out the difference, so that hopefully more people will understand.
@Porkate42 Right that’s what I’m interested into his videos he is a Legendary Video Gamer/Designer alright when it comes to his Historical Gaming 🎮 Industry. 1992-2021
I remember playing the Smash Ultimate E3 demo at Best Buy and realizing that the input lag was pretty significant, especially to someone so used to 4. It's good to know that I wasn't crazy.
Playing any classic platformer on a CRT will make you notice lag for the rest of your life. The big moment for me was my first time playing the NES in the early 2010s. Its like directly plugging the controller into your brain. I was completely blown away
Of course, some games have input lag built into them, regardless of your monitor. This might be because the extra lag gives the game time to process your input. This is especially prevalent online, if your game uses delay-based netcode. The game adds delay so both players can be synchronized. This is why rollback netcode is so much better, since it uses an alternate method that does not involve input lag as much.
Just gonna say this right before someone comes here saying they should have put rollback in Ultimate: Yes they did consider it, but Sakurai has already made an statement about it saying it had side effects to it.
I always find this fetishization of rollback quite funny, as it's really game dependent. In the vast majority of games it's not remotely worth the development time of implementing it. Obvious case would be turn based games but even with shooters it would mess with aiming and is generally better to do the math either server side or assume both players are correct. Rollback is only really useful for action games where player units interact directly and at a high intensity without proxy, which is really only fighting games. Rollback can even be worse when used for games that aren't that, as in some scenario's especially with games that require deliberate input. But also when the connection is extremely slow it's far more frustrating to a player as you constantly get pulled back to a previous game state and can cause misinputs. Granted that requires extreme lag.
You and your team are incredible. So many short solid videos that give great points to consider as you're planning things. I love it. it keeps me motivated.
This is fantastic. When I go to my next Smash local, I'll have to check the settings in the monitors because it always seems like each one has a different delay that I have to adapt to between sets. I never knew it was a monitor issue, or at least I never knew how to potentially fix it. Thanks Sakurai 😆
So important this happened to me the first time I played Smash Ultimate, I started playing on a LCD Samsung TV and it felt awful, then I changed to a monitor with 4ms response time, and it felt great ! Another option for switch users to experience less lag possible if buying a monitor or gaming tv is not an option, would be to play directly from the Switch screen. That is the least amount of lag that you can experience 🙂
I'm not precise enough to notice lag, but it definitely affects me if I have the wrong controller or am playing online. How to mitigate it is great information to have.
I think the ideal solution there is to just plug a second monitor in to the passthrough on your capture card (and maybe get a card that has passthrough in the first place).
I swore I wasn't getting rusty hitting 18's on Samurai Kirby; it turns out it was the environment I was playing the game through. I went back to original hardware and original CRT devices and my times were just fine. I could hit 11's easily and sometimes 10's in the past. I might still hit those today.
Normally wouldn't do this but since it's Sakurai, I took out the switch and opened Kirby's Adventure. Inhaling and flying have some delay but i'm guessing that's the way it was made, but jumping felt like it has no delay at all. I think I'm getting a new TV, mario kart and smash are too laggy when playing on the living room with friends. And rhythm games like Taiko no Tatsujin are unplayable too unless you turn off the drum sounds and offset everything. Thank you Mr. Sakurai for this channel, you have made a lot of people very happy :D
I needed this, my inputs in Smash bros have felt more laggy than usual and the game somewhat feels unplayable, I can’t tell if it’s my Tv or my controller or anything. I find it amazing that this video found its way on my recommended the help is very much needed
The Nintendo switch has 40ms of input latency, online adds another 60ms, and your TV on top of that probably adds 50ms+ of latency, for a total of around 8 frames of input delay. Nintendo is awesome dude
Like he said setting your picture mode to "game" or enabling game/low latency mode will help, but for some reason some TV manufacturers like to have the "PC" mode as the one with the lowest latency. Maybe its because they think console gamers wont notice but PC users will with their $500 monitors and $1k PCs lol
Great video Sakurai. We can tell from the quality of the smash games and the attention to detail on the animation and mechanics that smoothness and low latency are important to you. Thanks for your commitment.
switch was already too underpowered even when it first came out. Why else would the nick all star brawl devs and other devs exclude rollback only from the switch ports of games. It simply cant run a second instance of a game in the background even if it doesnt have to render it. Other games that did this were DBFZ and Persona 4 Arena, although lighter games like melty blood type lumina and skullgirls can handle it
I love how Sakurai used Ultimate as an example of lag.
Even he couldn’t escape it.
Even he can't escape occasionally bad setups at conventions.
You know it's good when Sakurai himself noticed the display delay during the Treehouse event.
And yet Smash Ultimate is still notorious for its input lag, both online & offline.
@@Neoxon619 Again, it was varied by monitors ya using. Online Lag is a different beast entirely.
@@Trimint123 Offline lag is still bad & has been often criticized by the competitive scene, especially when MultiVersus achieved 2 frames of input delay on PS5. It’s just that online is absolutely infuriating with the lack of rollback netcode, making the already-bad input delay even worse. Smash isn’t even the only victim of this regarding modern Nintendo games, as the recent two Splatoon games share this issue to an extent.
@@Neoxon619 hopefully splatoon 3 is somewhat better sense they are using their newer in-house servers but knowing nintendo the issue will obviously still remain to some degree
@@realpiranhaplant Apparently it’s not much of an improvement going by data collected from the demo.
I never realized how much lag has been a part of my gaming experience until I played a game with minimal lag and freaked out because it FELT like the game was predicting my movements and acting a split second before I pressed the button.
What game?
what game??
What game?
What game?
What game?
Even if I don’t understand Japanese, Sakurai’s voice is just really nice to listen to.
Agreed
It's so much better just listening to him talk Japanese rather than the Nintendo translator talking over him
@@ShurikanBlade Honestly, I was kind of mad they didn’t include the translator guy at first, but I quickly realized how much better his voice sounds.
@@schwa4883 I was watching a compilation of Sakurai moments and his translator sounds SO BORING while Sakurai sounds so professional.
@@schwa4883 Technically this a personal project with no connection with Nintendo or Nintendo of America. (He only got approval to used footage, but they not helping him make this.) So Sakurai doesn't have access to hiring a translator that lives on a different continent.
At least this is something we can all agree with
Yo. You are everywhere !
NO LAG = rollback netcode
LAG = delay netcode
You finally got rid of the 94
Yea!
Taking the 94 out of your name and re-recording the outro were two of the worst decisions you made in your life
This Grab Bag category has me the most interested in the topics that Sakurai could pull out of it.
Yeah. It's like the Misc stuff. Just talking about random stuff that happens in games.
Hope he makes an episode about The L button!
Yeah.
@@Moony_7860 Why the L button specifically? As in, why is there two shoulder buttons instead of one? (Or three on a GameCube controller instead of two.)
its a reference to a random 2 second gag in a youtube video by a creator called ScottTheWoz, some fan made a deep fake of scott actually making a video on the L button and its a joke in his community
I did not know that. This actually improved my t.v. by a lot. Thank Mr. Sakurai. This makes competitive gaming play better. I also showed my friends this. They loved it.
Same. I actually never realized that modern TVs had a "Game Mode" as a display option now. Quickly checked mine and there it was. I kinda feel stupid for not messing around enough with it even though I did experiment with the audio settings.
@@LonesomeDevil yeah, I was playing wind waker on my tv and it felt horrible... then I. Remember most TV's now have a gaming mode and it instantly fixed everything
I honestly have no idea how anyone could NOT notice this. I think there is alot of interesting science behind why amongst gamers, the group thay should all be aware of this, don't seem to be.
I remember going to a friend's house around the time the third smash bros came out, and he had a fancy new TV, and I immediately could feel the extreme latency and my friend was in absolute denial to the point where he refused to even check the settings! Ruined the entire experience honestly. Ever tried speaking with through a microphone while wearing headphones and your voice is delayed just slightly? Its a perfect way to simulate trying to talk when your black out drunk lol
I'm always thinking "how can this be better?" And I don't stop making the experience better untill I run out of ideas.
@@diydylana3151 OS bloat is why I'm so hopeful of valves new operating system thats designed around gaming.
Its sort of insane to realize despite gaming being such a huge part of the pc market, there hasn't been a specialized build of windows specifically FOR gaming!
I can't even imagine just how much power is being wasted on operating system processes that a gaming oriented user never uses or even cares about
Lag is a horrible feeling to have in a game, especially one that relies on fast reaction speeds.
Indeed.
Yeah especially in a game like smash bros that has 12 frames of lag online**…
@@Aaron_Aroma that's insane, 5 frames can be unplayable territory for me, depending on the game
There’s a full 1 point5 second delay on the Nintendo switch online expansion pack so it’s complete BS
Kingdom Hearts Cloud version
And for programmers: Poll your inputs as late as possible!
Mario 64 polls them around 2-3ms early (practically imperceptible) and Smash Bros melee polls them up to 16ms early! (oh no)
Hi Kaze! May I ask what polling inputs mean?
I'll remember that. :D
@@littlelum9773 testing for input lag. Granted with modern LCD's you'd also need to know the lag of your monitor.
@@relo999 no, polling means reading the state of the input devices
ideally you poll input right before the game loop runs so every change is reflected in the earliest frame possible
@@littlelum9773 Imagine a bus. Your inputs hang out at a bus stop. The bus driver has a clipboard, and on their route, they note down who's present to inform the other bus stops on their route. The bus driver has to pass by and record who's there (poll your inputs) to let everyone else know if you've pressed or released a button since the last recording. Faster polling means a shorter route (higher frequency), and slower polling means a longer route (lower frequency). (The bus route in this analogy is very often an actual loop in the program that the instruction pointer traverses.)
"But when I picked up the controller, I couldn't believe how much lag there was!" Something about even Sakurai saying this is so funny to me lol
Probably because he isn't picking up two controllers. :V
To be honest I was expecting more about how a game can minimise input delay (like VSync/buffering/poll timings) rather than the user, but this is definitely a good guide for those not technically inclined.
@@npc_blob1609 they mean that its a thing that affects it
At least something more on how it relates to game development, like how he apparently added it to Smash.
To be fair, Sakurai isn't really technically versed (especially for more modern games) and as he has already said in the introductory video, he doesn't intend to become very technical on this channel. Sakurai is more of game designer, director who contributes ideas and concepts rather than implement them himself. He maybe would have to ask some of the programmers he worked with in the past for stuff like that.
@@Mimi.1001 I don't know about the more modern games but I do know that he did work directly on his games since Brawl at least.
Yes, a lot of lag can be added by a game/emulator, not in your TV.
Emulators often add several frames of lag to already hard games that are supposed to be played on a CRT with zero lag.
Worth noting that if you're an avid retro gamer, the complete absence of lag is one of the best reasons to get a CRT setup.
Big agree. When I hear people talk about framemeister this, HDMI that, there's big neon letters that say LAG in mind.
I was wondering if he would mention CRT's. Maybe he'll do a dedicated video to displays.
I wonder if there are any competive games where they use CRTs in tournaments because of the reduced lag hmmmm
@@namelessresource5782 those devices heavily cut down lag.
Don't OLED displays also reduce lag by a lot?
This is one of the reasons I still use my CRT for retro systems (and more obviously for nostalgia and authenticity reasons), straight with RGB SCART. Bypasses the jungle Chip and drives the beams functionally directly.
This! I miss the CRT I used to have with a VHS built in. It made playing the old games from wii era and back that much authentic and it looks and runs better too.
I also used to have the semi flat tvs With the component or 3 color plugs.
;-; my family gave them away.
Nuuuu
@@zephyrias same man :(
I get that lag is bad, but are you seriously gonna sit there and say that is worth sacrificing a perfect pixel display with a blurry image over a 20ms delay?
@@julianx2rl The pixels aren’t meant to be perfect, anyway. A lot of old games look better when they’re fuzzy.
@@julianx2rl 20ms is 1/5 of a second, about as much time as it takes to type three characters into a comment. That's massive. Drop by an arcade if you can find one, there are plenty of CRTs in the old cabinet games. Look for GunCon games like House of the Dead, Time Crisis, or Point Blank. Those games demand really fast reaction time and the machines are tuned to make it possible. Once you play on a 0ms system, you'll understand how huge 1/5 of a second is.
Also, if your CRT image is blurry, it's miscalibrated because someone dropped it down the stairs.
This is quite possibly one of the most succinct ways anyone has explained this concept and I love it.
I am not a game developer and have no intention of being one, but I still find these videos to be very interesting Mr Sakurai!
In this instance, you don't have to. This topic affects all gamers when playing games. if you ever feel that the controls are sluggish or heavy, this topic points out different things you can troubleshoot. This can lead to you having a more enjoyable experience!
That was part of his intention creating this channel, as stated in the introduction video.
Im on the same boat as you, in my case im a software dev and plan on keeping it that way. Still, these videos are really good and just SEEING sakurai talking about something he likes is really fun
Same.
Me too, not a developer at all, just an enthusiastic gamer. But this is exactly what Sakurai wanted. For anyone to enjoy the videos!
Side note: For those looking for low response times on PC monitors 120hz and higher, don't be fooled by the sea of 1ms response times, as most monitors can only achieve these speeds with settings that destroy image quality. Instead, look at reviews for the monitor you're looking at to gauge their "true" response time.
Also note that response time have very little to do with actual latency. The real impact of response time is on motion clarity / blur / overshoot.
yeah like i got a 4k60hz monitor recently and the ghosting is ABSURD but there’s some AMA settings which only clear it up slightly. My jaw dropped when i hopped on minecraft and saw that everything left a blueish trail especially trees or dark blocks next to lava
i normally do put my tvs into "game mode" settings, but i had no idea it had anything to do with lag!!! i always thot "well the screens a bit brighter so thats nice i guess" lmao. thank you sakurai!
On my TV, I noticed game mode doesn't look as nice, but it does solve the lag issue. Now I now about the post processing. I had no idea why it looked better without game mode.
I really like how he has many different categories for different things each with its own name. Only enhances the show and make it more unique. Never change Sakurai, we love you.
It's a bit like the submenus in a Sakurai game
Yeah it's a very fun way to present things, I enjoy it !
I always wondered what the Game Mode button on my screen did! Thank you for enlightening me, Mr. Sakurai!
I was not expecting Sekiro of all games to appear in one of these. You love to see it.
I wasn't expecting Vanguard. John Price for smash, since hes been with the series since the start and has 4 incarnations?
@@tsp1999 just for clarification, that wasn't Vanguard; that was Battlefield 1.
@@roadhouse7597 ah i see
Love to' see here!
What's so unexpected about a man who makes video games playing video games?
I can see Sakurai work as a hardware guy (not just as a game developer) explaining stuff like this and explain it much better than what most companies (and TH-cam creators as well) don't tell ya. I've learned more about how this works in greater detail than before!
You gotta give it to Sakurai for immediately noticing the lag in the 2018 Live Treehouse Event. I didn’t even notice it until he brought it up.
so he noticed lag in his own game
It's refreshing to hear Mr. Sakurai talk about these problems. At times, it can seem like certain developers don't even realize certain things are a problem at all, so videos like this help remind us that they are, indeed, human, and can notice problems just as well as the rest of us. It leads one to think that many games with input delay issues aren't that way for lack of trying, but rather for other reasons like, perhaps, budget or development environment or publisher demands.
Thank you! I'm one of those people who aren't as keen to noticing lag. These tips are helpful! 😄✨
It's not going to be long before Sakurai covers game animation topics! 😍
when that happens, I'll be pretty pumped. I like how he doesn't rehash what most devloggers say. Like a good game must have juice, screenshake and things like that. Once you watch a few many devlogs, you'll see the same content rehashed to a bijillion times. He talks about things that are actually pretty unique and that I've not heard of in the design sphere as well as tv settings and things like that. And that makes me excited.
imagine if Sakurai brings up Arcsys fighting games and how gorgeously animated those games are
In fact you are doing an encyclopedia that everyone can use and enjoy with this channel, not only developers. I remember when the first LCD TVs came out, it was a nightmare with RGB/Composite based consoles, I rapidly turned back to CRT's for those and never went back!
OLED is the closest thing to CRT for low latency and fast pixel response.
There is a HUGE difference between the OLED Switch and normal LCD/IPS for contrast, brightness and motion response for fast paced action.
I agree already.
Same
So do I
Me too
Yeah, I can imagine the horrors of playing my childhood -flash- game called Perfect Cherry Blossom with random input lag.
Talks about lag with ultimate...
Something you wanna mention Sakurai? Maybe.... Online lag?
the video isn't about online lag
Wow I actually learned something today, I never knew what the "game" setting on TV screens was for.
I never would have even noticed there was lag during the E3 2018 Presentation. Amazing how you were able to address that out, Sakurai-san!
He noticed because he was playing on it. You probably would have too.
It's worth to note that lag is severely more apparent to whoever's controlling the character, than to whoever's just watching. That's because the player presses the button and usually notices when the timing is off, when there's delay after an input, when it feels less responsive than a game should. When a game is free of lag you feel like you're controlling the character, but with latency you start feeling like you're watching the character move. A spectator often isn't really able to tell how delayed a movement is, if there's a stutter that messes with the timing etc.
I know that's a bad explanation
Thank you for sharing Mr. Sakurai.
I learned that if you feel like the controllers, screen, or audio aren't responsive to the gameplay; try adjusting your picture settings or sound on the tv/monitor.
Hopefully you can talk about "online lag." I wished a certain company that make awesome games that include online functionality can learn something.
Especially rollback, I wanna see him explaining this topic
Thank you so much for these incredibly informative videos! It's amazing to be able to learn from an industry veteran like this. :)
1:02 he even mentioned smash bros struggling which helps show he's unbiased.
@@MrVariant but he wasnt talking about the game itself at all, but rather, the tv they were playing on. kind of wish he did mention smash ultimate's horrendous input lag
Very ironic when Sakurai brings up ultimate during the lag episode when the game itself feels the most laggy in the franchise lmaooo
Mr. Sakurai's videos are very entertaining like a very fun college lecture.
He is entertainer!
I thought the video would bring up the fact that the spark ability sometimes makes Kirby's Adventure lag lol
It looks like with the terminology Sakurai is using here, that would probably be slowdown.
@@henryfleischer404 True true
You're thinking of slowdown, which is when the game runs slower because it's doing something particularly computationally intensive, such as having a lot of enemies on screen or showing an intense visual effect.
Lag, on the other hand, refers to a gap in time between events which are theoretically simultaneous. The video here talks about a few different types: display/input lag, which is a gap between pressing a button and the effect of the button pressing showing on-screen, and audio lag, which is a gap between the on-screen actions and their respective sound output. There is also net lag, which is a gap between a player taking an action on their client and that action being manifested on other players' clients.
Thank you for the advice! I have been dealing with lag on my laptop when playing games that require more processing power, but I recently realized the FPS setting was set to unlimited instead of capping the frame rate at 60 FPS. I never would have thought the type of television screen could contribute to lag.
Hopefully in one of these episodes, Sakurai goes in depth with lag in online games. It would be interesting to hear his thoughts.
lmao that would be entertaining considering smash ultimate's infamous bad lag
@@calivali2876 Actually that's kind of what I was hoping he'd discuss in this one, haha. Would be interesting to hear why they still went with delay based netcode
@@calivali2876 That's what I am waiting on. Very curious to hear his input on it.
@@towinrei to be fair to sakurai he just directed the game and fixing the input lag/netcode would be up to bandai namco and ultimately nintendo, who would have to pay them to have it implemented. There was nothing stopping him from fixing the buffer system or giving us a quick stage hazard toggle tho.
@@yeagmatic True that. I've also heard some people, and even Sakurai himself say, that rollback netcode on the switch is very difficult to implement. Sakurai actually said in an interview that he would've liked to implement rollback into the game, but technical issues (presumably the CPU of the switch) caused them to ditch the idea.
Mr. Sakurai, will you ever talk about the mods people make for games? It would be absolutely fascinating to hear from an industry professional on the topic in a more laid-back manner.
It would be interesting to hear his thoughts considering he worked for a mod-despising company.
I think hell will freeze over first.
With him mostly working for Nintendo? Never, unless he wants to possibly be fired out of it lol
I doubt Nintendo would like their most charismatic and loved developer (afther maybe Miyamoto, besides the fact that a lot of people hate him nowadays) saying "hey guys it's ok to mod games even If Nintendo disagrees with It!" And if he said "modding is wrong, Nintendo please don't stop calling me to work with u" It would hurt his image with fandom
It's literally a lose/lose situation
@@renren47618 but sakurai doesnt work for nintendo. hes just a big contributor to their platform, but it probably would lead to issues if any is talked about nintendo.
mabey a safe option would be to look at games that have a workplace page on steam and talk about how user created mods from there work.
@@MrMariosonicman Nintendo owns a 70% stake of Sora Ltd. Sakurai made Kirby and Smash Bros. He still has to toe the company line, even with the technicalities of his business structure.
I'm SO glad you bring this up!! Thank you :)
I remember going to a party where they had melee playing off a PC on a big ass LED TV and I was really struggling because of the lag even though remember being pretty decent at the game. After a while I realize how horrific the lag was and I mentioned something and nobody else seemed to notice or care. It’s funny how sakurai had a similar experience lol
This has been an ongoing discussion in the FGC recently, especially with PS5 fighting games. Some have already addressed the problem to great results (Guilty Gear -Strive-, MultiVersus, etc.), but others still need more fixing (DNF Duel being a prime example). And regarding Smash, its input lag (both online & offline) is atrocious. I hope we get rollback netcode as well as better input delay in general for the next Smash game.
GTA 6 coming out when that happens
@@enviableace9987 The current rumor by those in the know state that GTA6 should be out by FY2024. The next Nintendo system should already be out by then, so that timetable makes sense for Smash. I can’t really see Nintendo waiting much longer than that, otherwise they risk leaving the Switch 2 without a Smash game of its own for most of its life. That’s basically the equivalent of leaving one of your star players on the bench for most of the Super Bowl.
Slippi (via Faster Melee) has excellent performance at least.
Good thing Nintendo is straying away from the toxic cesspit known as the FGC. Nintendo didn't become the established name as it is now due to having a vibrant eSports scene.
@@Gigi-zr6hp Less input delay & good netcode impacts everyone, not just the hardcore fans.
Very nice video, I really agree with those aspects and that Display Lag is the most unknown variable here.
As a sidenote, I really liked the translation of zatsudan as "grab bag", it seems more fitting than e.g. chit-chat to me
I never knew there was a setting to help fix this. Thank you!
This man deserves nothing but the best life has to offer
Kinda funny that kirby’s adventure is in the thumbnail & video seeing as its one of the more notoriously laggy nes games. However that’s due to the game slowing down when alot is happening on screen, which is a different type of lag
1:09 Sakurai did not want input delay embarassing him in front of thousands of live fans. 😅
Thanks to this video I looked through my tv options and it actually had a Game Mode. Thank you so much Sakurai!
“Kirby is a convenient pick!”
Kirby’s adventure spark 💀
“When we play games, we’re technically seeing images the console created in the past.”
Whoa
I own a CRT TV, and when I played Chrono Trigger on it, I was able to defeat Lavos at only level 55 with just Crono and Marle. But when I brought my PS1 to some family's house, and hooked it up to their LCD TV to show off the game, the lag made my menu navigation too slow and unresponsive to beat Lavos with Crono, Marle, and Lucca at level 57.
Doesn't sound like specially low to me to be honest. I checked my save file of chrono trigger on the DS and all my party members are bellow 55. I wouldn't say I am particuarly good at the game or that lag matters all that much in chrono trigger, it is much more about the strategy, your timing doesn't really matter that much if the boss is performing an action anyways, which is often.
The screen on the DS lite is LCD and I think that a good LCD set up for an snes can get very close to the DS. Specially since everything about the SNES would be analog except for the screen, while on the DS everything is digital. But I am not sure what the input lag is on the DS, I cannot find any sources.
That's such a weird story.
That's oddly specific but good example
Thank you for explaining this so clearly. I have always been sensitive to lag and I struggle to explain it to others sometimes, so having this video from a trusted game director is very important and useful.
I hope that thanks to your efforts we can defeat lag everywhere!
Sakurai, you're my hero for making this video. This is why I love your early Smash games, where you really cared about responsiveness. I will be sharing this with many people!
David Kimball the goat!!!
Nice backhanded compliment
@@rowtow13 ?
Honestly, that graph made me finally understand what a sub-pixel is
These videos are great, keep up the nice work
Those are just the components of a pixel, as in the individual red, green and blue lights.
It's easier to think of sub-pixels if you had a screen with pixels an inch square. You understand that there are fractions of an inch, and so does the game, but the screen doesn't. So, a game with sub-pixel processing, especially 2D games, have ways to keep track of fractions of inches, and advanced players evolve ways to make sure their character is aligned to the nearest inch for tricks that require 'sub-pixel precision'.
How is it possible for one person to be so omnipotent in their knowledge
Props to Sakurai for making an entire video about input lag, a super-important mechanical factor which lots of people simply swear doesn't exist. HDTVs have their place for sure, but CRT displays are _still_ king when it comes to 0ms input, image smoothness, and game responsiveness. Even after 20 years of HDTVs, I haven't found a single monitor with better handling than one tiny Trinitron made in the late 1980's.
Sakurai at E3: bruh what is this input lag you're giving me
It's definitely true that most people can't perceive input lag under most circumstances-it definitely takes a trained eye to be able to do, usually from lots of experience playing games that require fast and precise inputs. I've observed that many fighting game players are good at perceiving input lag, for instance.
For my part, in the precision platformer *Celeste,* while attempting to beat one of the very last levels, I was practiced and focused to a point where I could see the incredibly small delays between my pushing buttons on the controller and what I saw on the screen. It could certainly be said that it made the levels that much more of a challenge.
At the time, I figured there was nothing that could be done about it, so I just pushed through and eventually beat it. I had no idea TVs came with a game mode setting; thanks for making me aware of that!
Funny, because as much as I love Ultimate, it undeniably has the most input lag of any Smash game, and this was deliberately built in to the game. The online only magnifies this issue, as for some inscrutable reason an additional input buffer of up to five frames is added on to the game's automatic 8-9 frame input lag. Between this decision and Nintendo's awful online infrastructure, Ultimate's online has a horrible reputation.
At first when the game came out I was like its not that bad but after having to deal with playing online during the pandemic whenever I played smash I could really understand what everyone was talking about. It's terrible
yeah, it's why I only play the game with friends offline or at locals/tournaments. It's an incredibly fun game game with a deep metagame, but my god does the online not live up to the rest of it, and I'm sure that has always bothered Sakurai. If anything, this video proves his philosophy on the matter was unable to match the reality of the game.
I have actually noticed the input lag the first time a played it when doing local multiplayer with my brothers.
@@oriongold395 yeah, even local it's about two more frames than 4, which is the second highest. And plugging the controller in doesn't help, because the game automatically introduces artificial input lag to make it equal to wireless. It's also got to do with how the controllers connect to the Switch through USB, but have to go through the dock first. That's why Switch games in general have nearly universally more input lag than any other version of that game, or previous console generations.
It's something Switch 2 needs to fix, assuming it happens.
You do realize Sakurai wanted Rollback netcode for Smash Ultimate, but there are so many factors that would contribute to it not working, such as stage hazards, items, etc.
Now you can read that and you say "Well just center the Online around competitive play, remove items and stage hazards and we can have a smoother Online experience" but the problem with that is that the competitive scene of Smash Brothers is not the only venue of play the game provides, and at its core is meant to accommodate all types of players and all types of game scenarios.
Also, Smash Ultimate doesn't have the worst Online. Not by a long shot: That still applies to Brawl, and even more so to Mario Maker 2. Mario Maker 2 is literally unplayable.
Great tips for the tv settings! Really makes gaming so much better
i absolutely agree with this sentiment, and i’m sure it’s not perfectly within his control considering the console and developers on board…
but Man, does this feel incredibly ironic with how awful Ultimate’s 6-8 frames of inherent delay are.
That’s the word I was thinking of irony
Not that I wouldn't want better online, but he has already made an statement about considering rollback on Ultimate, it just wasn't possible due to side effects with it.
Correct me if I’m wrong but I think it’s because the switch itself has a rather high input delay, I don’t think they could’ve reduced it further for smash unfortunately
@@Leee275 dude one guy, fizzi(prob spelt wrong) made rollback netcode for smash melee, nintendo could have made rollback netcode for ultimate, they chose not to probably just to spite us competitive people
@@Leee275 listen, when they said that nintendo hq just didnt want teleporting characters for normans with bad wifi. it''s totally possible to implement in limited fashion, maybe not with every stage and item but let's not make excuses for nintendo not preparing for comp players needs.
I'm so glad this video does a good job explaining that low pixel response time doesn't automatically mean low input lag as well. In my opinion that one is not trivial to understand, but the video points out the difference, so that hopefully more people will understand.
With almost every video being a new category makes be excited wondering how many videos Sakurai plans on making.
@Porkate42 Right that’s what I’m interested into his videos he is a Legendary Video Gamer/Designer alright when it comes to his Historical Gaming 🎮 Industry. 1992-2021
Bro really made this video in front of our faces...
SAKURAI IS A MENACE
I remember playing the Smash Ultimate E3 demo at Best Buy and realizing that the input lag was pretty significant, especially to someone so used to 4. It's good to know that I wasn't crazy.
Playing any classic platformer on a CRT will make you notice lag for the rest of your life. The big moment for me was my first time playing the NES in the early 2010s. Its like directly plugging the controller into your brain. I was completely blown away
Just when I thought I couldn't like Sakurai any more: he uses Virtua Fighter for game clips. ❤🤜
I love how well done the little visual aids are in these videos.
I play games since the NES and Master System era so I'm very sensitive to lag, one of the worst enemies of good gameplay
He could never forget that horrible day when Nintendo expected him to play Smash with a delay.
This video really got me thinking. I really wish my favorite game, Super Smash Brother's ultimate, wasn't so laggy online. that would be cool.
After I watched this I went and checked my TV. Thank you for doing this series.
Incoming swarm of people about to complain about Smash’s lag
This is how I like the youtube videos I watch to be like. This is great work.
Of course, some games have input lag built into them, regardless of your monitor. This might be because the extra lag gives the game time to process your input.
This is especially prevalent online, if your game uses delay-based netcode. The game adds delay so both players can be synchronized. This is why rollback netcode is so much better, since it uses an alternate method that does not involve input lag as much.
Rollback netcode is being used more and more in fighting games. Is such a method feasible with larger multiplayer experiences for complex 3D games?
Just gonna say this right before someone comes here saying they should have put rollback in Ultimate:
Yes they did consider it, but Sakurai has already made an statement about it saying it had side effects to it.
@@Leee275 it's definitely because the Switch is way too underpowered. Rollback is a lot more resource intensive
@@deleteTF Pretty sure it's already the standard for those games. That's why there's teleporting instead extreme slowdown on bad connections.
I always find this fetishization of rollback quite funny, as it's really game dependent. In the vast majority of games it's not remotely worth the development time of implementing it. Obvious case would be turn based games but even with shooters it would mess with aiming and is generally better to do the math either server side or assume both players are correct.
Rollback is only really useful for action games where player units interact directly and at a high intensity without proxy, which is really only fighting games. Rollback can even be worse when used for games that aren't that, as in some scenario's especially with games that require deliberate input. But also when the connection is extremely slow it's far more frustrating to a player as you constantly get pulled back to a previous game state and can cause misinputs. Granted that requires extreme lag.
You and your team are incredible. So many short solid videos that give great points to consider as you're planning things. I love it. it keeps me motivated.
At first I thought this video would talk about the kind of lag where the game slows down and the fps drops when there's too much going on
Me too. He made a reference to "slowdown" in a previous vid
Kirby's Adventure is also a great example for heavy slowdown
This is fantastic. When I go to my next Smash local, I'll have to check the settings in the monitors because it always seems like each one has a different delay that I have to adapt to between sets. I never knew it was a monitor issue, or at least I never knew how to potentially fix it. Thanks Sakurai 😆
So important this happened to me the first time I played Smash Ultimate, I started playing on a LCD Samsung TV and it felt awful, then I changed to a monitor with 4ms response time, and it felt great ! Another option for switch users to experience less lag possible if buying a monitor or gaming tv is not an option, would be to play directly from the Switch screen. That is the least amount of lag that you can experience 🙂
Man this man really not only makes good games but loves it
I'm not precise enough to notice lag, but it definitely affects me if I have the wrong controller or am playing online. How to mitigate it is great information to have.
I wonder if there's an equivalent for these tricks when using a capture card on PC and setting OBS to reduce lag
I think the ideal solution there is to just plug a second monitor in to the passthrough on your capture card (and maybe get a card that has passthrough in the first place).
I swore I wasn't getting rusty hitting 18's on Samurai Kirby; it turns out it was the environment I was playing the game through. I went back to original hardware and original CRT devices and my times were just fine. I could hit 11's easily and sometimes 10's in the past. I might still hit those today.
It's pretty cool that we'll not only be given information about how games are made, but also clear and concise tips to improve game performance!
I really enjoy your games sir!
Well that one came in handy I plan to change my TV and now I have the necessary tool to choose the ideal one. Thx mister Sakurai for this explanation.
Sakurai is an absolute GOAT for using his online influence to spread important information like this. I've been telling people about this for YEARS
I love these videos! They really help me understand what’s really going on and Masahiro Sakurai explains them extremely well
Lag is the only thing in video games that's stronger than the final boss.
Cringe comment 🤓🤓🤓🤓🤓
Lol it’d be funny to see a game where they somehow make lag into an actual final boss (like the boss freezes or delays it’s attacks or something).
Normally wouldn't do this but since it's Sakurai, I took out the switch and opened Kirby's Adventure. Inhaling and flying have some delay but i'm guessing that's the way it was made, but jumping felt like it has no delay at all.
I think I'm getting a new TV, mario kart and smash are too laggy when playing on the living room with friends. And rhythm games like Taiko no Tatsujin are unplayable too unless you turn off the drum sounds and offset everything.
Thank you Mr. Sakurai for this channel, you have made a lot of people very happy :D
"Why are you so bad at the game?"
Smash players: no it's just lag lol
You are a treasure for your games and now a treasure for this series!
Im so glad you’re continuing to do what you enjoy!
I needed this, my inputs in Smash bros have felt more laggy than usual and the game somewhat feels unplayable, I can’t tell if it’s my Tv or my controller or anything. I find it amazing that this video found its way on my recommended the help is very much needed
The Nintendo switch has 40ms of input latency, online adds another 60ms, and your TV on top of that probably adds 50ms+ of latency, for a total of around 8 frames of input delay. Nintendo is awesome dude
Like he said setting your picture mode to "game" or enabling game/low latency mode will help, but for some reason some TV manufacturers like to have the "PC" mode as the one with the lowest latency. Maybe its because they think console gamers wont notice but PC users will with their $500 monitors and $1k PCs lol
I put it on game mode and my controls for the most part feel like they’re responsive again, I can’t believe all it took was one setting aha
If you want the least amount of lag I'd actually just recommend gaming on a monitor. Most TVs even in game mode are very laggy.
Great video Sakurai. We can tell from the quality of the smash games and the attention to detail on the animation and mechanics that smoothness and low latency are important to you. Thanks for your commitment.
This is Mr. Sakurai getting back at Nintendo for ruining Smash Ultimate's netcode
Nintendo and especially Bamco
2:31 After 7 years, the lag on my TV is finally gone. Thank you Mr. Sakurai!
😶
Even free from the clutches of Nintendo, you always gotta plug Switch Online
Down with CP!
Sakurai: Puts out a video disparaging lag.
Also Sakurai: Releases Smash without rollback netcode on top of Nintendo Online.
switch was already too underpowered even when it first came out. Why else would the nick all star brawl devs and other devs exclude rollback only from the switch ports of games. It simply cant run a second instance of a game in the background even if it doesnt have to render it.
Other games that did this were DBFZ and Persona 4 Arena, although lighter games like melty blood type lumina and skullgirls can handle it
Glad he noticed the delay and told them about it. If he said nothing then nothing would improve. I love the video, so informative!👍🏾👍🏾👍🏾