Post by toysrme on Nov 22, 2009 4:43:54 GMT -5
Thanks go out to the gorgeous mISSStress off xbl for the testing.
Pre-emptively addressing this... I am NOT giving out the videos, nor putting them anywhere. Quite simply its not worth my time to re-encode & upload them to see....
Testing was done on on highrise inside looking at the nearest wall (0 polygon countminus gun/arms) on xbox 360, recording a VGA CRT monitor @ 120fps. Also, at the same time recorded the composite input @ 30fps to "double check" afew of them for relative accuracy. These will not be 100% correct per game files, but this IS effectively what we are playing with...
Input lag, like COD4 for the primary[/u] inputs (that ONLY means view-look/aiming & SHOOT) is no more than 3 frames / 25ms. The responce is equally fast as any PC game you care to test lawlz. (as in, absolutely bare minimum input lag). other controls lag more.
this was done editing / frame counting between bookmarking the frame before the event is displayed to the last frame displayed (MUCH easier this way, as no guessing after the last shot/reload/ads when an even stops, same result either way, just a different & easier order)
RPM = (capacity / (last shot time stamp - first shot time stamp))*60
Reload Time = time of first frame RELOAD dissipears after emptying a clip - time of first shot of the next clip shown
ADS Time = time of frame before movement starts - time of frame after movement stops (this is because the gun continues to settle once shouldered & is easier to determine the end / "finish" point when the gun has settled. snipers are time to from hip-fire to first FULL frame showing scope)
When looking for the start of an event, if the frame captured is changing, the proceeding frame will be considered the first frame. when looking at the end of an event, the first updated frame (in any way) is considered the end of the event.
I AM missing some things/catigories. Dont really care, it's 3:06am. (finished @ 3:42am) I also prestiged so I have no access to the majority of things in the game.
rds/HS = regular ADS time.
ACOG = increase to 0.44s ADS time.
Weapon -> RPM -> Reload Add Time -> Full Empty Reload -> ADS Time
AR:[/u]
M16* - 468.75 1.12 2.447 .28
Famas* - 428.67 2.2 2.6 .28
ACR - 737.7 1.12 2.365 .28
M4 - 725.8 1.12 2.4 .28
F2000 - 900 2.08 3.464 .28
SCAR - 566 1.8 2.72 .28
TAR - 725.8 1.72 3.094 .28
AK47 - 634.24 1.8 3.305 .28
FAIL - 508.47 1.84 3.381 .28
*I was right in my original impressions post
M16 delay between burst = .28, FAMAS = .32, M16 fires SLOWER, but the AVERAGE fire rate is higher because of the shortened burst delay!
(Never argue time drummer )
AR Shotgun (tested FAMAS & M16, same results)[/u]
96.77419355 2.8s (1 round relaod & fire) 4.76 full reload 0.8s to swap to/from regular AR & shotgun
SMG[/u]
MP5K - 818.181818 1.8 3.08 .24
P90 - 914.63 1.8 3.6 .25
UMP - 600 2.04 3.12 .24
UZI - 923.07 2.24 3.56 .24
LMG[/u]
L86 -
RPD - 627.62 7.2 9.744 .44
Styer - 617.65 2.44 4.047 .44
M240 - 898.34 5.04 7.823 .44
Sniper*[/u]
.50 cal - 625 2.6 4.086 .44
Intervention - 76.53 .092 1.966 .44
WA2K - 642.86 2.56 3.984 .44
M21 - 681.82 2.08 3.704 .44
*note
Hip-fire speed is shown, however I GREATLY feel that the scoped shot speed is limited lower than the hip-fire speed. There is a pause several frames long introduced after the first shot that isn't there on hip-fire. It makes getting an accurate ROF scoped difficult...
MP[/u]
G18 - 818.182 1.88 2.835 .2
Raffie* - 454.55 1.28 2.02 .2
TMP - 865.38 1.4 3.03 .2
PP2K - 833.333 1.2 2.539 .2
*Burst delay on the raffie is .32
Pistols*[/u]
USP - 486.487 1.36 2.319
M9 - 500 1.24 1.966
MAGNUM - 529.41 1.48 3.074
DE - 477.27 1.48 2.165
*note
Unable to determine ADS speed. Split halfzies .16/.2 so... fast...
Shottiepies*[/u]
M1014 - 300 1.4 9.096 .2
M1887 - 47.2973 N/A 7.88 .2
Ranger - 1500! 1.56 2.633 .2
Striker - 300 1.68 N/A .2
AA12 - 387.01 2.04 3.6 .2
*note
AA12 & Ranger's fast reload time is normal, all others are time to add & fire 1 round.
Im also really tired & forgot to get the videos of some...
Launchers[/u]
Thumper - 31.33 .4 2.28
*note
Thumper's fast reload is showing the "pre fire delay" it incures while zooming to fire.
Pre-emptively addressing this... I am NOT giving out the videos, nor putting them anywhere. Quite simply its not worth my time to re-encode & upload them to see....
Testing was done on on highrise inside looking at the nearest wall (0 polygon countminus gun/arms) on xbox 360, recording a VGA CRT monitor @ 120fps. Also, at the same time recorded the composite input @ 30fps to "double check" afew of them for relative accuracy. These will not be 100% correct per game files, but this IS effectively what we are playing with...
Input lag, like COD4 for the primary[/u] inputs (that ONLY means view-look/aiming & SHOOT) is no more than 3 frames / 25ms. The responce is equally fast as any PC game you care to test lawlz. (as in, absolutely bare minimum input lag). other controls lag more.
this was done editing / frame counting between bookmarking the frame before the event is displayed to the last frame displayed (MUCH easier this way, as no guessing after the last shot/reload/ads when an even stops, same result either way, just a different & easier order)
RPM = (capacity / (last shot time stamp - first shot time stamp))*60
Reload Time = time of first frame RELOAD dissipears after emptying a clip - time of first shot of the next clip shown
ADS Time = time of frame before movement starts - time of frame after movement stops (this is because the gun continues to settle once shouldered & is easier to determine the end / "finish" point when the gun has settled. snipers are time to from hip-fire to first FULL frame showing scope)
When looking for the start of an event, if the frame captured is changing, the proceeding frame will be considered the first frame. when looking at the end of an event, the first updated frame (in any way) is considered the end of the event.
I AM missing some things/catigories. Dont really care, it's 3:06am. (finished @ 3:42am) I also prestiged so I have no access to the majority of things in the game.
rds/HS = regular ADS time.
ACOG = increase to 0.44s ADS time.
Weapon -> RPM -> Reload Add Time -> Full Empty Reload -> ADS Time
AR:[/u]
M16* - 468.75 1.12 2.447 .28
Famas* - 428.67 2.2 2.6 .28
ACR - 737.7 1.12 2.365 .28
M4 - 725.8 1.12 2.4 .28
F2000 - 900 2.08 3.464 .28
SCAR - 566 1.8 2.72 .28
TAR - 725.8 1.72 3.094 .28
AK47 - 634.24 1.8 3.305 .28
FAIL - 508.47 1.84 3.381 .28
*I was right in my original impressions post
M16 delay between burst = .28, FAMAS = .32, M16 fires SLOWER, but the AVERAGE fire rate is higher because of the shortened burst delay!
(Never argue time drummer )
AR Shotgun (tested FAMAS & M16, same results)[/u]
96.77419355 2.8s (1 round relaod & fire) 4.76 full reload 0.8s to swap to/from regular AR & shotgun
SMG[/u]
MP5K - 818.181818 1.8 3.08 .24
P90 - 914.63 1.8 3.6 .25
UMP - 600 2.04 3.12 .24
UZI - 923.07 2.24 3.56 .24
LMG[/u]
L86 -
RPD - 627.62 7.2 9.744 .44
Styer - 617.65 2.44 4.047 .44
M240 - 898.34 5.04 7.823 .44
Sniper*[/u]
.50 cal - 625 2.6 4.086 .44
Intervention - 76.53 .092 1.966 .44
WA2K - 642.86 2.56 3.984 .44
M21 - 681.82 2.08 3.704 .44
*note
Hip-fire speed is shown, however I GREATLY feel that the scoped shot speed is limited lower than the hip-fire speed. There is a pause several frames long introduced after the first shot that isn't there on hip-fire. It makes getting an accurate ROF scoped difficult...
MP[/u]
G18 - 818.182 1.88 2.835 .2
Raffie* - 454.55 1.28 2.02 .2
TMP - 865.38 1.4 3.03 .2
PP2K - 833.333 1.2 2.539 .2
*Burst delay on the raffie is .32
Pistols*[/u]
USP - 486.487 1.36 2.319
M9 - 500 1.24 1.966
MAGNUM - 529.41 1.48 3.074
DE - 477.27 1.48 2.165
*note
Unable to determine ADS speed. Split halfzies .16/.2 so... fast...
Shottiepies*[/u]
M1014 - 300 1.4 9.096 .2
M1887 - 47.2973 N/A 7.88 .2
Ranger - 1500! 1.56 2.633 .2
Striker - 300 1.68 N/A .2
AA12 - 387.01 2.04 3.6 .2
*note
AA12 & Ranger's fast reload time is normal, all others are time to add & fire 1 round.
Im also really tired & forgot to get the videos of some...
Launchers[/u]
Thumper - 31.33 .4 2.28
*note
Thumper's fast reload is showing the "pre fire delay" it incures while zooming to fire.