A quick lookup of commonly used mechanical benchmarks, response targets, and feel parameters used across gameplay systems.
Player Movement Speed Benchmarks
| Genre / Style | Speed (m/s) | Player Perception |
|---|
| Slow cinematic | 2 — 3 | Heavy / grounded |
| Realistic FPS | 4 — 6 | Natural |
| Adventure | 5 — 7 | Comfortable |
| Action game | 6 — 9 | Responsive |
| Arena shooter | 8 — 12 | Fast / skill based |
| Arcade platformer | 7 — 10 | Snappy |
Jump Physics Reference
| Parameter | Common Range | Notes |
|---|
| Jump height | 1.5 — 3.5 m | Readability sweet spot |
| Air time | 0.6 — 1.2 sec | Controls floatiness |
| Gravity scale | 2 — 4× real | Improves responsiveness |
| Fall multiplier | 1.2 — 2× jump gravity | Faster descent feel |
| Coyote time | 0.1 — 0.25 sec | Forgiveness window |
| Jump buffer | 0.1 — 0.2 sec | Input smoothing |
Input Response Targets
| Metric | Target Value |
|---|
| Input latency | <100 ms ideal |
| Perceived instant | <50 ms |
| Animation input lock | <200 ms |
| UI response | <75 ms |
| Camera response delay | <50 ms |
Camera Field of View
| Genre | FOV Range | Feel |
|---|
| Tactical FPS | 60 — 75° | Focused / tight |
| Standard FPS | 80 — 100° | Natural |
| Fast shooter | 100 — 110° | Speed perception |
| Third person | 60 — 80° | Cinematic |
| Driving | 75 — 100° | Situational awareness |
Acceleration & Deceleration Curves
| Curve Type | Use Case | Feel |
|---|
| Linear | Simulation | Predictable |
| Ease-out | Most character movement | Responsive |
| Ease-in-out | Vehicles | Natural |
| Instant accel | Arcade | Snappy |
| Heavy inertia | Realistic physics | Weighty |
Interaction Radius Standards
| Interaction Type | Radius |
|---|
| Precise interaction | 0.5 — 1 m |
| Standard interaction | 1 — 2 m |
| Large trigger | 2 — 5 m |
| Proximity detection | 5 — 10 m |
Animation Timing Benchmarks
| Action | Duration |
|---|
| Quick attack | 0.3 — 0.6 sec |
| Heavy attack | 0.8 — 1.5 sec |
| Reload | 1 — 3 sec |
| Dodge / roll | 0.5 — 0.9 sec |
| Interaction | 0.5 — 2 sec |
Hit Stop (Impact Freeze)
| Intensity | Duration |
|---|
| Light | 0.02 — 0.05 sec |
| Medium | 0.05 — 0.08 sec |
| Heavy | 0.08 — 0.12 sec |
| Finisher | 0.12 — 0.2 sec |
Aim Assist Models
| Model | Behavior | Use Case |
|---|
| Snap assist | Snaps to target | Console shooters |
| Slowdown | Reduces sensitivity near target | FPS standard |
| Magnetism | Slight pull toward target | Arcade shooters |
| Bullet bending | Adjusts projectile path | Casual shooters |
Camera Motion Guidelines
| Parameter | Typical Range |
|---|
| Camera lag | 0 — 0.2 sec |
| Camera shake small | 0.1 — 0.3 intensity |
| Camera shake large | 0.3 — 0.7 intensity |
| Motion blur strength | Low to moderate |
Feedback Timing Standards
| Feedback Type | Timing |
|---|
| Hit confirmation | Immediate (<50 ms) |
| Audio feedback | Immediate |
| Visual impact | <75 ms |
| Reward feedback | <500 ms |
Enemy Reaction Timing
| Behavior | Reaction Time |
|---|
| Instant enemy | 0 — 0.1 sec |
| Average AI | 0.2 — 0.4 sec |
| Slow enemy | 0.5 — 1 sec |
| Boss telegraph | 1 — 2 sec |
Player Control Responsiveness Targets
| Parameter | Target |
|---|
| Direction change | <150 ms |
| Stop response | <200 ms |
| Jump trigger | Instant feel |
| Ability activation | <100 ms |
Camera Distance (Third Person)
| Game Style | Distance |
|---|
| Tight combat | 2 — 3 m |
| Adventure | 3 — 5 m |
| Exploration | 5 — 8 m |
| Large scale | 6 — 10 m |
Gameplay Feedback Layers
| Layer | Purpose |
|---|
| Visual | Immediate clarity |
| Audio | Reinforcement |
| Animation | Physical confirmation |
| UI | Information |
| Haptics | Physical feedback |
Core Feel Heuristics
- Movement should feel responsive within the first 5 seconds of play
- Player intent should always override animation when possible
- Immediate feedback improves perceived responsiveness
- Avoid input buffering longer than 200 ms unless intentional
- Faster deceleration improves control perception
- Clear telegraphing improves fairness
When To Use This Reference
Use during:
- Gameplay prototyping
- Movement tuning
- Combat feel iteration
- Camera setup
- Input responsiveness tuning
- Playtesting polish