Editing Display lag

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 12: Line 12:
Display lag is difficult to quantify but easy for players to detect; [[controller]] feedbacks or inputs may be delayed, and the [[Wii U]] GamePad's screen may not be in sync with the television. It can be described as similar to [[Wi-Fi lag|playing online]], though at a more constant and predictable rate.  
Display lag is difficult to quantify but easy for players to detect; [[controller]] feedbacks or inputs may be delayed, and the [[Wii U]] GamePad's screen may not be in sync with the television. It can be described as similar to [[Wi-Fi lag|playing online]], though at a more constant and predictable rate.  


Display lag is rarely considered a detriment with most video games, as the delay is usually so small that it is imperceivable execpt in extreme situations or if the player is actively searching for it. However, some types of games, such as rhythm games, fighting games and other games that require precise timing may become difficult or infeasible to succeed at even with small amounts of display lag. For the ''{{b|Super Smash Bros.|series}}'' series specifically, every frame of display lag decreases the possible reaction time of players, increasing the amount of prediction necessary to win and widening the size of a character's safe movepool. In particularly extreme cases combined with frame delay and sometimes [[Wi-Fi lag]] when playing online, players are able to react faster than the game itself, making reaction time completely irrelevant.
Display lag is rarely considered a detriment with most video games, as the delay is usually so small that it is imperceivable execpt in extreme situations or if the player is actively searching for it. However, some types of games, such as rhythm games, fighting games and other games that require precise timing may become difficult or infeasible to succeed at even with small amounts of display lag. For the ''{{b|Super Smash Bros.|series}}'' series specifically, every frame of display lag decreases the possible reaction time of players, increasing the amount of prediction necessary to win and widening the size of a character's safe movepool.


==In competitive play==
==In competitive play==

Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 4.0 International license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)