1 00:00:00,000 --> 00:00:05,427 In Project Heartbeat mere milliseconds can mean the difference between a 2 00:00:05,527 --> 00:00:09,957 record breaking run or an absolute failure. As a result, we 3 00:00:10,057 --> 00:00:14,793 are in an everlasting quest to lower latency and increase input 4 00:00:14,893 --> 00:00:20,551 consistency. With Project Heartbeat 2's new game engine, we've replaced the 5 00:00:20,651 --> 00:00:25,388 input system and developed cutting-edge rhythm game technology. 6 00:00:25,466 --> 00:00:28,392 The game's logic is now completely dettached 7 00:00:28,492 --> 00:00:31,419 from the framerate, through the new advanced 8 00:00:31,519 --> 00:00:35,614 tickless system developed specifically for Project Heartbeat. 9 00:00:38,666 --> 00:00:43,577 In previous versions of Project Heartbeat, your input used to only get 10 00:00:43,677 --> 00:00:47,943 checked once at the start of each frame, which meant that any 11 00:00:48,043 --> 00:00:52,452 button presses you did after that got snapped to the next frame 12 00:00:52,552 --> 00:00:57,248 With the tight timing in the game, this could sometimes mean defeat 13 00:00:57,348 --> 00:01:01,901 from the jaws of victory. With the new subtick system inputs this 14 00:01:02,001 --> 00:01:07,126 no longer matters, the game now knows precisely when you've pressed every 15 00:01:07,226 --> 00:01:12,208 single note and is able to precisely evaluate it. Effectively acting as 16 00:01:12,308 --> 00:01:15,286 if you were running an infinite frame rate.