Namco on Tekken 7's input lag: "Unreal Engine 4 eats 3 - 4 frames"

Re: DBFZ

What engine does GGXrd use? Cause going by my untrained eye that game experience imperceptible lag.
 
Then why use it
It's cheaper to use & has become more widespread amongst Japanese developers.

That being said, I hope that Capcom & Bandai Namco sticks with their own in-house engines for future fighting games if Epic doesn't help rectify this issue.


Re: DBFZ

What engine does GGXrd use? Cause going by my untrained eye that game experience imperceptible lag.
Guilty Gear Xrd uses Unreal Engine 3, while Dragon Ball FighterZ uses Unreal Engine 4.
 
ArcSys managed 60FPS with UE3 on PS3, they'll manage to get the input lag down.

They're going to be modding the engine so heavily it seems like a bit of a leap to start worrying about Dragon Ball. Especially when they could've stuck to UE3. It sure as shit worked for Injustice 2.

Why would PS4 be the tourney standard if it's a worse version?

Because Tekken is a PS franchise and obviously literally no one owns an Xbox. /s
 
It's cheaper to use & has become more widespread amongst Japanese developers.

That being said, I hope that Capcom & Bandai Namco sticks with their own in-house engines for future fighting games if Epic doesn't help rectify this issue.



Guilty Gear Xrd uses Unreal Engine 3, while Dragon Ball FighterZ uses Unreal Engine 4.

Decent next-gen engine with Japanese documentation on which you can start working instantly.

Yeah, but it come with a sacrifice. I guess its worth it?
 
Then why use it
UE4 cheap quick out of the box engine free to use rather than spending more money and time working on their own engine, though making their own would usually be better than UE4 for their own developed game not just in input lag but also a more efficient engine optimised more for their game like id bet if Namco did this they would've got the game running higher than 900p on base PS4 plus more but they couldn't achieve it with UE4 it runs slightly under 900p
 
This seems to be a problem across much of the PS4 library. I've been noticing it in several games, mainly fps, and it's annoying as shit.

Prey, Deus Ex, GTA V, now this game. Several threads have been popping up with this same problem, different engines, but the same console.
 
I don't think Harada should be handling PR as it seems he has no clue what he's talking about and simply deflecting the issue at hand on to UE4 engine without any research. SFV is now 6.2ms (and some say even 5ms) so why couldn't they fix up their game after all these years? Online is another big issue too on PS4.
 
I use UE4 regularly and it's hard to see how any more than three frames of input lag are "mandatory", even with V-Sync enabled. I also suspect with some jury-rigging of the underlying code (disassembling their hardware-to-input-stack code), you could get it to two.
 
I don't think Harada should be handling PR as it seems he has no clue what he's talking about and simply deflecting the issue at hand on to UE4 engine without any research. SFV is now 6.2ms (and some say even 5ms) so why couldn't they fix up their game after all these years? Online is another big issue too on PS4.

Tekken 7 came out on console just a month ago iirc

Also a patch is coming this week that will address the input lag, I believe SFV took 8 months for them to reduce it to 6f.

Concerning wired controllers, yes. There's still the delay associated with UE4 to consider.

From Harada's followup tweets, it seems like it's a general input delay patch and not just for wired controllers.

https://twitter.com/Harada_TEKKEN/status/882089036856172544
 
Tekken 7 came out on console just a month ago iirc

Also a patch is coming this week that will address the input lag, I believe SFV took 8 months for them to reduce it to 6f.



From Harada's followup tweets, it seems like it's a general input delay patch and not just for wired controllers.

https://twitter.com/Harada_TEKKEN/status/882089036856172544
Ah, thanks for pointing that out. With the general input delay decrease in mind, I'd imagine that Tekken 7 on PS4 may end up being comparable to SFV (as of now) in terms of input delay after the update.
 
I own the game on ps4 and pc and run it on pc with vsync off and a gsync monitor and I basically can't even do my BnB's on PS4 without practicing for a good while to get used to the added input delay. It's worse playing ps4 offline then pc online. And if I even think about playing ps4 online I have to do low tier bootleg combos that will actually hit with how delayed everything is. Really just an awful experience.
 
Would not be surprised if Capcom helped out here and gave them whatever fix they used for SFV to apply to T7.
Isn't the Capcom-Bandai Namco partnership supposed to be for matchmaking? Granted, they're buddies regardless, so I could see Capcom doing that for Bamco. But still, I'm not sure if input delay help was part of the deal.
 
Seems to be an issue specific to the PS4 version of UE4, but given other odd cases of PS4 releases with a surprising amount of input lag, maybe it's something at a deeper level?

Wonder what Capcom did to SFV.
 
Isn't the Capcom-Bandai Namco partnership supposed to be for matchmaking? Granted, they're buddies regardless, so I could see Capcom doing that for Bamco. But still, I'm not sure if input delay help was part of the deal.

Apparently, it applies to all code that both companies write.
 
That would be the best.

Fighters going forward ditch Unreal Engine and use your own engine instead

That's not feasible going forward unless devs switch to 2D only. It costs quite a lot to have a dedicated engine as you'll need those devs solely dedicated to that engine. As well, UE4 is open source so really easy to customize to their performance profile.
 
I use UE4 regularly and it's hard to see how any more than three frames of input lag are "mandatory", even with V-Sync enabled. I also suspect with some jury-rigging of the underlying code (disassembling their hardware-to-input-stack code), you could get it to two.

SFV and Tekken have an input lag problem. SFV started at 8 and while they've gotten it down, it'll be interesting to see where DBZ starts at. Injustice not using UE4 (while still looking pretty damn amazing) makes you wonder if UE4 is not suitable for Fighting Games or if the coders behind it did something wrong. But like I said, we have 2 games so far that point to an engine fault. If it happens with DBZ, UE4 needs to stop being used for fighting games.

Side Note: If they're making a new Smash and not porting Smash U/3DS, I hope hope hope they're not using UE4
 
I don't think Harada should be handling PR as it seems he has no clue what he's talking about and simply deflecting the issue at hand on to UE4 engine without any research. SFV is now 6.2ms (and some say even 5ms) so why couldn't they fix up their game after all these years? Online is another big issue too on PS4.

I agree.
 
man, this makes me glad that I got it on PC (among other reasons).

most of my friends game on PS4 and i'm scared the DBF community won't be as strong on PC, but i'm leaning towards PC now.
 
Blaming the tool is so much easier though!

Are we back to talking about Unity3D or MT or Luminous Engine or FOX Engine or “insert engine which is surely always the problem of anything we do not like and we then wonder why they do not just use UE4 and essentially blaming the tool” now ;)?

Let’s see more comments from Epic and other UE4 devs and since it is an open GitHub project of this results in a public near PR about it :).
 
UE's native post-processing, a problem that ASW avoids by making their own stack.

I would be delighted if this leads them to turn off all the gaudy post-processing effects to help reduce input lag, or at least put in the option for competitive players. It would kill two birds with one stone.
 
That's not feasible going forward unless devs switch to 2D only. It costs quite a lot to have a dedicated engine as you'll need those devs solely dedicated to that engine. As well, UE4 is open source so really easy to customize to their performance profile.

Maintaining a fork or getting your very specific needs merged upstream is easier said than done (see Google pushing ahead with their new kernel and distancing itself more and more from upstream Linux for the future of Android) and more costly than people think which is how we go from llet’s go middleware” frenzy to either shortcomings or increased budgets even with UE4.
 
Yeah I returned the game after 2 days as it - among input lag issues - would also never connect online at consistent 60 fps.

See you fam in tekken 8.
 
SFV and Tekken have an input lag problem. SFV started at 8 and while they've gotten it down, it'll be interesting to see where DBZ starts at. Injustice not using UE4 (while still looking pretty damn amazing) makes you wonder if UE4 is not suitable for Fighting Games or if the coders behind it did something wrong. But like I said, we have 2 games so far that point to an engine fault. If it happens with DBZ, UE4 needs to stop being used for fighting games.

Side Note: If they're making a new Smash and not porting Smash U/3DS, I hope hope hope they're not using UE4

As far as I can tell IJ2 has the same amount of lag as current SFV, which would suggest that there is no inherent issue with the engine that can't be overcome by developers.
 
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