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Jul 17 / Ozymandias

Comments on Wii Controller / Latency

Had a couple of thoughts on the Wii controller to share.

The first is around rumors of unannounced functionality for the Wii remote. Although much of this article from IGN (supposedly based on leaked specs) is either unsurprising or highly speculative (I call BS on the camera theory in particular), there was one interesting tidbit in that the controller will have 6KB of non-volatile memory. (Non-volatile simply means that the memory can retain information even if the power is turned off.)

Don’t get your hopes up, though, since I don’t think the NVRAM is going to be used for anything else than controller personalization. My guess is that Nintendo is going to allow you to customize how the controller “feels” in games to your own preferences. It makes sense, then, to store that information in the wand itself so you can take it to a friend’s house and have it ready to go. In some ways, it’s almost like a hardware-based solution to what we do with global preferences and your Xbox Live gamertag/account when you roam.

The second comment is around the Wii controller’s latency. Saw some comments and disbelief around the ~1/4 second latency I experienced at E3 on some of IGN’s message boards, so I thought I’d try to clarify what I experienced.

Specifically, there’s about a ~1/4 second lag on motions with the wand. This translates into it being difficult to aim quickly in an FPS situation where you are trying to snap from target to target. I want to be clear here – you can aim precisely – but due to the lag you cannot just snap to a new target like you might with a laser pointer. You tend to overshoot if you do it too quickly, as I did many a time playing the Duck Hunt demo.

I’m not the only one saying this, either. Even back at E3 some writers had the same challenges I described, but may not have been able to precisely define the problem as latency. To quote this IGN preview of Red Steel from Ubisoft (with my bolded emphasis):

“As Nintendo has said over and over, however, playing is believing. The presentation could take a backseat of the gameplay was on, but unfortunately it didn’t give the feeling we were hoping for at all. The gun control is amazingly jittery, having extremely high sensitivity when not zoomed in, and the overall feel is still very clunky. If you look back to the Nintendo conference, you can actually see the high sensitivity in action, as the main Ubisoft representative that was playing even overcompensated a ton, hitting enemies at a very low rate. The idea for Wii FPS games is to eliminate the need for dual analog sticks, but Red Steel isn’t solving any problems, as analog control is being mapped directly to the Wii-mote. Since the sensor bar is placed above or below the television, players point at the bar itself, not at the screen. For this reason, the game doesn’t allow pinpoint accuracy with the Wii-mote, as players have to steer a cursor rather than aiming at a point on-screen, which is a far more natural approach.”

“We aren’t saying the game needs to work like a light gun, it just needs to have an accurate one-to-one representation of where your hands are in relation to the game. If a character pops out of a hiding place, players need to be able to swing their hand over and point at him as they would the barrel of a gun, and that is definitely not the case right now. The ability to calibrate your own controller and sensitivity will be added in later, so hopefully that will solve a lot of the problems we are seeing. Again, we played this demo over and over with multiple set-ups, and each time we had the same conclusion: Red Steer is harder to control than dual analog or a PC mouse.”

Please don’t feel I’m totally down on the Wii controller. All I’m saying is that I am not convinced that using the wand as a replacement for aiming in a FPS is going to fly. There’s a chance that final APIs and hardware will help, but at the end of the day this sort of latency is just inherent to the system and there’s not much you can do about it. That said, other games genres that are better suited to masking latency (such as Mario Tennis) worked better, and I think overall there will be plenty of games well-worth playing on the Wii with its new controller scheme.

Edit: [digg this article if you found it interesting!]

Related posts:

  1. Thoughts on Wii Gameplay/Controller Footage from Leipzig
  2. Nintendo Wii at $249 Good…
  3. PS360 Controller
  4. Good news for Nintendo Fans: EA supporting Wii with at least six titles
  5. [Edit] Nintendo E3 2007 Keynote Thoughts

25 Comments

  1. Rob / Jul 17 2006

    The quote you provide as backup to your claims of high latency don’t mention lag at all. In fact it talks about being overly sensitive. That a very small motion would result in a large on screen movement is indicated, but not that there is a significant delay from when you do something to when it happens.

    I’m not casting into doubt that you felt there was some lag, I can’t say – I’ve never used it. Just that the quote you give doesn’t support the statement that others noticed it as well. Also, your assumption that lag "is just inherent to the system" seems a litte presumtuous. The aiming/pointing feature of the Wiimote work over infrared light being shot at the sensor.

    Infrared light will cover the 5-15 feet on your living room close enough to instantly as can be measured. The only delay would be in either in the rate at which the location is sampled or the time it takes to transmit that data to the game and interpret it into something useful. Both of those are controllable factors and while the Wii might have a lag issue when it ships, it’s not a flaw inherent to the input method – it’s a limit of how it was implemented or a comprimise to allow for something else (lower price, longer battery life, etc).

  2. StreetNinja / Jul 17 2006

     If you watch some Mario Galaxy footage you can clearly see that there is no lag from the controller communicating with the Wii. I have not played the Wii but i assume 99% of people playing Red Steel overcompensated there movement with the remote nopt realizing that smaller and more precise movement(unlike what you see in Nintendo’s adds) Would work much better. Also we don’t know what the sensitivity levels were set at, as this will make a huge difference from person to person. I play with a sensitivity of 1 on Halo and my friend who sits next to me uses 9. When you can adjust these settings at home to your liking I think all the worry about the Wii-mote will disappear.

  3. Yo Mama / Jul 17 2006

    Shhh – quiet!  The Nintendo Nostalgia fanboys won’t tolerate any bashing (no matter how true) of their beloved Wii.  For it shall reinvent gaming as we know it!  Usher in a new era of peace!  Cure face AIDS!

  4. brasilcaps / Jul 17 2006

    Hm, I guess we’ll have to see, but you wouldn’t want to play FPS on the Wii anyway. Somehow I know that playing FPS by pointing everywhere will kill my wrist.

  5. anonymous / Jul 18 2006

    I played the Wii at E3 and found that I constantly tried to duplicate the hand motion to get it to work. It was similar to using a mouse for the first time when I was not quite used to it.

    I don’t know if it was the system, or the fact that I was unfamiliar with the controls.

    Either way, I feel the learning curve may make it unsuitable for the mainstream audience that Nintendo is aiming for.

  6. Master Blaster / Jul 19 2006

    It would appear that the Wiimote is a novel idea, but not something that people could just pick up and play.. its something that requires a bit of a learning curve.  Still sounds fun though.  Bottom line is anyone can come out with a $30 perhipheral to do this so long as games implement that kind of input.  This isn’t all that difficult since XBL allows games to be updated.  Furthermore, with MS’s XBOX API and OS functionality, input changes are probably not all that difficult to implement in a "legacy" game.

  7. ChrisAshtear / Jul 19 2006

    im wondering if the lag is because of their decision to use Bluetooth for the wireless instead of RF. Most bluetooth gamepads ive seen are constantly getting bashed because of lagginess-

  8. Jeremy / Aug 15 2006

    What a load of horse sh1T. You have written something which you would hope would seem that you have taken impartial view. BS. It is obvious that you have written this article in pitiful attempt to decredit the wii. For all you good people who read this horse sh1T, try before you buy and you will see this writer has little argumentative skills and a very weak argument.

    You have taken this IGN or whoever information regarding Red Steel and applied it to the wii. It is my understanding that Red steel at e3 was disappointing, the game , not the wii system. I severly doubt 1/4 second lag you mention this is 2006 num nuts, its not rocket science transmitting the data back to the machine.

    Its very sad your attempt to discredit the wii and also the person here who said that anyone could release a 30 dollar peripheral to mimic the wii mote. Not so, clown, ever heard of hardware patents.

    I only respond to this after several, well quite a few drinks and cleaning up after a BBQ at my house, get a life people WIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII all the way home.

  9. anonymous / Aug 15 2006

    Another anonymous user with nothing valid to say.

    Touche

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  • Ozymandias / Sep 24 2006

    RE: Comments on Wii Controller / Latency

    … at least for Nintendo. Yes, I'm still in Peru (Arequipa, to be exact) on vacation, but we're

  • Ozymandias / Dec 6 2006

    RE: Comments on Wii Controller / Latency

    Been meaning to write up some thoughts for a while, but just haven’t had a chance. Pretty busy today,

  • Ozymandias / May 7 2007

    RE: Comments on Wii Controller / Latency

    Was just talking with a good friend this weekend about the Wii. He’s been looking to buy one for the

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