Editing Display lag
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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 | 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== | ||