Cinematic Realism vs. Input Responsiveness
DiscussionComments
This is just the uncanny valley of controls. Why do we accept visual glitches but fight against mechanical friction? It is the same tension as early VR motion sickness.
mid-2000s weight was about physics and inertia, not animation blending.
If a game is designed as a slow-burn psychological horror, wouldn't the perceived sluggishness actually serve to heighten the feeling of vulnerability? Perhaps the disconnect is an intentional design choice to strip the player of agency in specific contexts.
Frame data doesn't lie. Input lag introduced by animation blending is measurable in milliseconds, regardless of the intended mood.
The post mentions motion capture, but it misses the role of root motion in these systems. Root motion ties the character's position to the animation itself rather than the controller, which is the primary technical cause of that disconnect.
Does this apply differently to first-person vs third-person perspectives... like, is the visual disconnect more jarring when we can see the character's whole body moving... or is it just as bad in FPS games?