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Fantastic game
I'm wondering if it could be useful to add the ability to adjust the angle at which the player's hand (controller) position triggers a hit on the drum. I thought that adjusting the drum height was designed for this exact reason, but it appears that the drum height does not change the drum's hit box height... right? With the ability to adjust the hit box height, I could move the drums up to where I might expect my drum set to be if I were sat at it IRL.
I've noticed that when I swing my arm down to the Ragnaröck drums, I'm usually looking for that drum audio trigger to happen a couple milliseconds earlier than it does. I'm finding that the drum audio will trigger right when my controllers reach my waist... so my arm is straight down, at no angle whatsoever - that doesn't feel natural when I'm visually striking the Ragnaröck drums at a much higher angle / arm position. I've messed around so much with latency, sometimes I think I've improved it, other times it wants me to do the opposite to what it recommended minutes ago on a different song.
I've played runs specifically to try and see what the game's state is like during a perfect hit, and I noticed that the drum audio during a perfect hit does match up perfectly with the song, as it should... So I figured this was more of a problem of my interfacing w/ the game rather than the game itself.
Anyway, If the hit box height was adjustable, I would move it up a bit so that when I feel like I've hit my drum set IRL, I've also hit in the game. I understand that this feature may be tricky to implement and that I may have to just suck it up and continue to adjust for the game, but when I saw this post, I wanted to make sure I echoed it.
Thanks! Great game! Rock on!
@verzure
valve index, 2080 Super, windows
Most of you may already know this but for the record latency issues can be minimzed by looking at the value at the end of the songs and putting the opposite value in the latency settings in the menu.
Achieving sub-frame accuracy for hit detection and audio playback is a tough challenge (so tough actually that it will probably end up in a detailed technical blogpost at some point), but I'm currently working on improving timing accuracy at many stages of the process.
The only thing that cannot be fully corrected is that hit audio feedback will always be a tiny bit late, especially if you system's audio latency is high (when using wireless headphones for examples), but extrapolating to predict the hit can help a little and we'll also look into it.
This topic is challenging but it's very important to us (as developers, as players, and as musicians ourselves) and it's also super interesting from an engineering standpoint :)
PS @Verzure : the drums collision plane does move along the 3D models when you adjust drum height
Thanks for the reply. Yeah, that blog post sounds very interesting - would love to read it. It seems like a complicated issue. If you guys ever do write about it in depth, please let us know. As a software engineer myself, these types of challenges can be fun.
re: the drum collision plane: Okay! Good to know. I will have to give that another shot.