Tuesday, April 22, 2014

Display Performance: Input Lag (i.e. Display Lag) Vs. Pixel Response Times

OK, this is beginning to bug me. I see a lot of people confusing these two things ALL THE TIME! And worse yet, some people are misinforming others! I'm sick of people telling others to only buy monitors with 1 or 2ms of input lag. While that would be awesome, NO monitor to my knowledge even comes close to those input lag times.

A lot of the confusion is due to both input lag and pixel response times being measured in milliseconds (ms = 1/1000th of a second), and both having to do with display (monitor) performance. However, they're TOTALLY different.

For years, most people only talked about pixel response times. Those are the numbers you see that are less than 5ms. Pixel response time is how long it takes a pixel to change from one color to another. Most manufacturers measure this as GTG (grey-to-grey). Essentially, this is how fast the pixels can change color. The longer the pixel response time is, the more you're likely to see "ghosting" (i.e. after-images or blurring) on your flat panel display during fast moving sequences. Really good monitors range from 1ms to 5ms or so for pixel response GTG times. CRT and Plasma displays, due to the nature of their technology, typically don't have to worry about response times because they're super fast.

Input lag (i.e. Display Lag) is kind of a newer thing that people have been measuring (and a lot of people don't quite understand.) Input lag is how long it takes for a display to show an input on your screen. For example, input lag measures how long it takes from when you press the light punch button to when the action is displayed. To my knowledge no display manufacturer publishes this value. Maybe they will soon because it's becoming a hot topic... especially in the fighting game community, but I've yet to see places like amazon.com or newegg.com list input lag values for a display. So if you see a low ms value listed on a website where you're buying something, you're most likely seeing the pixel response time, not this. A really good input lag rating is about 10ms. Anywhere from 10ms to 40ms is considered pretty good. Above 40ms, and you'll start to notice a delay from when you punch to when you see it. AFAIK, THERE ARE NO COMMERICALLY AVAILABLE 1ms INPUT LAG MONITORS. Not by Asus or Benq or anyone else.

For a database of input lag (i.e. display lag) ratings, check http://www.displaylag.com/display-database/

To be perfectly honest, how well a display performs for gaming is going to be due to a combination of both input lag and pixel response times. Both are important. And high values for either can cause your game controls to feel sluggish.

Bonus: While I'm at it... Refresh Rates are something completely different too. But, most people don't confuse them with input lag or pixel respone times because they're measured in Hz as opposed to ms. A 60Hz monitor is standard and refreshes 60 times a second. Higher performance monitors can do 120Hz (120 times a second) and some gamer specific models are rated as 144Hz. You'll even see some displays listed as 240Hz or 480Hz. Plasma displays don't work like LCDs do, but to complete with the Hz-heavy marketing used by LCD manufacturers, they typically list plasmas as 600Hz. Unless you're doing 3D (which requires 120HZ or more), you don't need to worry about this too much. For fighting games, 60Hz is fine as most games run at 60 frames per second anyway.

Killer Instinct - Jago/Shadow Jago Auto-Doubles

Combo breaking in Killer Instinct is relatively straight-forward. If your opponent is attacking you with light attacks, you tap both LP+LK at the same time to combo break him. If he's attacking you with medium attacks, then tapping MP+MK will combo break. And, of course, if he's attacking you with heavy attacks, simply hitting the HP+HK buttons will break the combo.

The real trick is being able to tell which attack your opponent is using. Because if you hit the wrong combo breaker (ex: hitting MP+MK when you're being hit with light attacks), then you're going to be "locked out" with a giant X and an exclamation point over your head. And then for the next 3 seconds, you'll be helpless to a combo onslaught.

Without getting into too much detail, there are several components to a combo. And other than the opening move (and most ending moves) each of the middle components of the combo can be broken. However, the easiest combo component to identify is an auto-double. This is where you hit a single button during your combo to get an automatic two-hits on your opponent. The speed, damage and animation for an auto-double is different for every button for every character. That means that each character has 6 possible auto-doubles to choose from when doing his combo. During the heat of battle, it can be hard for a beginner (and sometimes veterans!) to discern them all.

So, in an effort to train my brain into recognizing all the various auto-doubles of each of the 8 characters in Killer Instinct, I created a series of animated GIFs so that I can see them all side-by-side. Note that I've slowed the animation of the moves down to 1/2 speed to make them a bit easier to see. In a real combo, these animations will look *much* faster.

Notes on Jago's/Shadow Jago's Auto-Doubles: (Currently Jago and Shadow Jago play exactly the same in Vs. Mode.)
  • Like a few other characters, his MP involves him throwing an elbow.
  • His only auto-double to crouch/hit low is his MK. So if you see a sweep: MP+MK!
  • His MP has a very distinctive hard fist sword slam attack.
  • His only auto-double to swing his sword is his MP. So if you see a sword swing: MP+MK! 

Light Punch

Medium Punch

Heavy Punch

Light Kick

Medium Kick

Heavy Kick

Killer Instinct - Spinal Auto-Doubles

Combo breaking in Killer Instinct is relatively straight-forward. If your opponent is attacking you with light attacks, you tap both LP+LK at the same time to combo break him. If he's attacking you with medium attacks, then tapping MP+MK will combo break. And, of course, if he's attacking you with heavy attacks, simply hitting the HP+HK buttons will break the combo.

The real trick is being able to tell which attack your opponent is using. Because if you hit the wrong combo breaker (ex: hitting MP+MK when you're being hit with light attacks), then you're going to be "locked out" with a giant X and an exclamation point over your head. And then for the next 3 seconds, you'll be helpless to a combo onslaught.

Without getting into too much detail, there are several components to a combo. And other than the opening move (and most ending moves) each of the middle components of the combo can be broken. However, the easiest combo component to identify is an auto-double. This is where you hit a single button during your combo to get an automatic two-hits on your opponent. The speed, damage and animation for an auto-double is different for every button for every character. That means that each character has 6 possible auto-doubles to choose from when doing his combo. During the heat of battle, it can be hard for a beginner (and sometimes veterans!) to discern them all.

So, in an effort to train my brain into recognizing all the various auto-doubles of each of the 8 characters in Killer Instinct, I created a series of animated GIFs so that I can see them all side-by-side. Note that I've slowed the animation of the moves down to 1/2 speed to make them a bit easier to see. In a real combo, these animations will look *much* faster.

Notes on Spinal's Auto-Doubles:

  • Only his light auto-doubles crouch So if you see him crouching, time for LP+LK!
  • His MP and HP look awfully similar! Main difference is speed and the order of the shield attack.
  • Like a few other characters, his HK involves that telling stomp!


Light Punch

Medium Punch

Heavy Punch

Light Kick

Medium Kick

Heavy Kick

Monday, April 21, 2014

Killer Instinct - Orchid Auto-Doubles

Combo breaking in Killer Instinct is relatively straight-forward. If your opponent is attacking you with light attacks, you tap both LP+LK at the same time to combo break him. If he's attacking you with medium attacks, then tapping MP+MK will combo break. And, of course, if he's attacking you with heavy attacks, simply hitting the HP+HK buttons will break the combo.

The real trick is being able to tell which attack your opponent is using. Because if you hit the wrong combo breaker (ex: hitting MP+MK when you're being hit with light attacks), then you're going to be "locked out" with a giant X and an exclamation point over your head. And then for the next 3 seconds, you'll be helpless to a combo onslaught.

Without getting into too much detail, there are several components to a combo. And other than the opening move (and most ending moves) each of the middle components of the combo can be broken. However, the easiest combo component to identify is an auto-double. This is where you hit a single button during your combo to get an automatic two-hits on your opponent. The speed, damage and animation for an auto-double is different for every button for every character. That means that each character has 6 possible auto-doubles to choose from when doing his combo. During the heat of battle, it can be hard for a beginner (and sometimes veterans!) to discern them all.

So, in an effort to train my brain into recognizing all the various auto-doubles of each of the 8 characters in Killer Instinct, I created a series of animated GIFs so that I can see them all side-by-side. Note that I've slowed the animation of the moves down to 1/2 speed to make them a bit easier to see. In a real combo, these animations will look *much* faster.

Notes on Orchid's Auto-Doubles:
  • 4 out of the 6 auto-doubles involve a crouch so don't rely on just that.
  • Like a few other characters, she throws out an elbow during her MP.
  • Like a few other characters, she kind of "headbutts" during her HP auto-double.


Light Punch

Medium Punch

Heavy Punch

Light Kick

Medium Kick

Heavy Kick

Sunday, April 20, 2014

Killer Instinct - Thunder Auto-Doubles

Combo breaking in Killer Instinct is relatively straight-forward. If your opponent is attacking you with light attacks, you tap both LP+LK at the same time to combo break him. If he's attacking you with medium attacks, then tapping MP+MK will combo break. And, of course, if he's attacking you with heavy attacks, simply hitting the HP+HK buttons will break the combo.

The real trick is being able to tell which attack your opponent is using. Because if you hit the wrong combo breaker (ex: hitting MP+MK when you're being hit with light attacks), then you're going to be "locked out" with a giant X and an exclamation point over your head. And then for the next 3 seconds, you'll be helpless to a combo onslaught.

Without getting into too much detail, there are several components to a combo. And other than the opening move (and most ending moves) each of the middle components of the combo can be broken. However, the easiest combo component to identify is an auto-double. This is where you hit a single button during your combo to get an automatic two-hits on your opponent. The speed, damage and animation for an auto-double is different for every button for every character. That means that each character has 6 possible auto-doubles to choose from when doing his combo. During the heat of battle, it can be hard for a beginner (and sometimes veterans!) to discern them all.

So, in an effort to train my brain into recognizing all the various auto-doubles of each of the 8 characters in Killer Instinct, I created a series of animated GIFs so that I can see them all side-by-side. Note that I've slowed the animation of the moves down to 1/2 speed to make them a bit easier to see. In a real combo, these animations will look *much* faster.

Notes on Thunder's Auto-Doubles:
  • Both his light auto-doubles involve a crouch.
  • His MK also involves a crouch, so be careful.
  • Like a few other characters, he throws out an elbow during his MP.
  • Like a few other characters, he headbutts during his HP auto-double.


Light Punch

Medium Punch

Heavy Punch

Light Kick

Medium Kick

Heavy Kick

Killer Instinct - Sadira Auto-Doubles

Combo breaking in Killer Instinct is relatively straight-forward. If your opponent is attacking you with light attacks, you tap both LP+LK at the same time to combo break him. If he's attacking you with medium attacks, then tapping MP+MK will combo break. And, of course, if he's attacking you with heavy attacks, simply hitting the HP+HK buttons will break the combo.

The real trick is being able to tell which attack your opponent is using. Because if you hit the wrong combo breaker (ex: hitting MP+MK when you're being hit with light attacks), then you're going to be "locked out" with a giant X and an exclamation point over your head. And then for the next 3 seconds, you'll be helpless to a combo onslaught.

Without getting into too much detail, there are several components to a combo. And other than the opening move (and most ending moves) each of the middle components of the combo can be broken. However, the easiest combo component to identify is an auto-double. This is where you hit a single button during your combo to get an automatic two-hits on your opponent. The speed, damage and animation for an auto-double is different for every button for every character. That means that each character has 6 possible auto-doubles to choose from when doing his combo. During the heat of battle, it can be hard for a beginner (and sometimes veterans!) to discern them all.

So, in an effort to train my brain into recognizing all the various auto-doubles of each of the 8 characters in Killer Instinct, I created a series of animated GIFs so that I can see them all side-by-side. Note that I've slowed the animation of the moves down to 1/2 speed to make them a bit easier to see. In a real combo, these animations will look *much* faster.

Notes on Sadira's Auto-Doubles:
  • Only her light auto-doubles crouch. So if you see crouching, time for LP+LK!
  • His MP and HP as well as MK and HK look awfully similar! Main difference is speed.


Light Punch

Medium Punch

Heavy Punch

Light Kick

Medium Kick

Heavy Kick

Thursday, April 17, 2014

Killer Instinct - Glacius Auto-Doubles

Combo breaking in Killer Instinct is relatively straight-forward. If your opponent is attacking you with light attacks, you tap both LP+LK at the same time to combo break him. If he's attacking you with medium attacks, then tapping MP+MK will combo break. And, of course, if he's attacking you with heavy attacks, simply hitting the HP+HK buttons will break the combo.

The real trick is being able to tell which attack your opponent is using. Because if you hit the wrong combo breaker (ex: hitting MP+MK when you're being hit with light attacks), then you're going to be "locked out" with a giant X and an exclamation point over your head. And then for the next 3 seconds, you'll be helpless to a combo onslaught.

Without getting into too much detail, there are several components to a combo. And other than the opening move (and most ending moves) each of the middle components of the combo can be broken. However, the easiest combo component to identify is an auto-double. This is where you hit a single button during your combo to get an automatic two-hits on your opponent. The speed, damage and animation for an auto-double is different for every button for every character. That means that each character has 6 possible auto-doubles to choose from when doing his combo. During the heat of battle, it can be hard for a beginner (and sometimes veterans!) to discern them all.

So, in an effort to train my brain into recognizing all the various auto-doubles of each of the 8 characters in Killer Instinct, I created a series of animated GIFs so that I can see them all side-by-side. Note that I've slowed the animation of the moves down to 1/2 speed to make them a bit easier to see. In a real combo, these animations will look *much* faster.

Notes on Glacius' Auto-Doubles:
  • Both his light auto-doubles involved a crouch. 
  • His MP auto-double also crouches, but it's easily singled out by the "whiplike" hand!
  • His HP hits you with a distinct giant ice ball.
  • His HK, like a few other characters, does a big stomp... in fact, it does two!


Light Punch

Medium Punch

Heavy Punch

Light Kick

Medium Kick

Heavy Kick

Killer Instinct - Sabrewulf Auto-Doubles

Combo breaking in Killer Instinct is relatively straight-forward. If your opponent is attacking you with light attacks, you tap both LP+LK at the same time to combo break him. If he's attacking you with medium attacks, then tapping MP+MK will combo break. And, of course, if he's attacking you with heavy attacks, simply hitting the HP+HK buttons will break the combo.

The real trick is being able to tell which attack your opponent is using. Because if you hit the wrong combo breaker (ex: hitting MP+MK when you're being hit with light attacks), then you're going to be "locked out" with a giant X and an exclamation point over your head. And then for the next 3 seconds, you'll be helpless to a combo onslaught.

Without getting into too much detail, there are several components to a combo. And other than the opening move (and most ending moves) each of the middle components of the combo can be broken. However, the easiest combo component to identify is an auto-double. This is where you hit a single button during your combo to get an automatic two-hits on your opponent. The speed, damage and animation for an auto-double is different for every button for every character. That means that each character has 6 possible auto-doubles to choose from when doing his combo. During the heat of battle, it can be hard for a beginner (and sometimes veterans!) to discern them all.

So, in an effort to train my brain into recognizing all the various auto-doubles of each of the 8 characters in Killer Instinct, I created a series of animated GIFs so that I can see them all side-by-side. Note that I've slowed the animation of the moves down to 1/2 speed to make them a bit easier to see. In a real combo, these animations will look *much* faster.

Notes on Sabrewulf's Auto-Doubles:

  • Only his light auto-doubles attack low. So if you see your feet being attacked, time for LP+LK!
  • His MP and HP as well as MK and HK look awfully similar! Main difference is speed.



Light Punch

Medium Punch

Heavy Punch

Light Kick

Medium Kick

Heavy Kick

Tuesday, April 15, 2014

Killer Instinct - Fulgore Auto-Doubles

Combo breaking in Killer Instinct is relatively straight-forward. If your opponent is attacking you with light attacks, you tap both LP+LK at the same time to combo break him. If he's attacking you with medium attacks, then tapping MP+MK will combo break. And, of course, if he's attacking you with heavy attacks, simply hitting the HP+HK buttons will break the combo.

The real trick is being able to tell which attack your opponent is using. Because if you hit the wrong combo breaker (ex: hitting MP+MK when you're being hit with light attacks), then you're going to be "locked out" with a giant X and an exclamation point over your head. And then for the next 3 seconds, you'll be helpless to a combo onslaught.

Without getting into too much detail, there are several components to a combo. And other than the opening move (and most ending moves) each of the middle components of the combo can be broken. However, the easiest combo component to identify is an auto-double. This is where you hit a single button during your combo to get an automatic two-hits on your opponent. The speed, damage and animation for an auto-double is different for every button for every character. That means that each character has 6 possible auto-doubles to choose from when doing his combo. During the heat of battle, it can be hard for a beginner (and sometimes veterans!) to discern them all.

So, in an effort to train my brain into recognizing all the various auto-doubles of each of the 8 characters in Killer Instinct, I created a series of animated GIFs so that I can see them all side-by-side. Note that I've slowed the animation of the moves down to 1/2 speed to make them a bit easier to see. In a real combo, these animations will look *much* faster.

Notes on Fulgore's Auto-Doubles:

  • Like several other characters. His HP auto-double has a very noticeable headbutt. 
  • Both his light auto-doubles crouch.
  • His HK auto-double is the only kick auto-double that does not sweep.



Light Punch

Medium Punch

Heavy Punch

Light Kick

Medium Kick

Heavy Kick