It's cheaper to use & has become more widespread amongst Japanese developers.Then why use it
Guilty Gear Xrd uses Unreal Engine 3, while Dragon Ball FighterZ uses Unreal Engine 4.Re: DBFZ
What engine does GGXrd use? Cause going by my untrained eye that game experience imperceptible lag.
Same engineRe: DBFZ
What engine does GGXrd use? Cause going by my untrained eye that game experience imperceptible lag.
Look at the post above yours. GGXrd uses UE3, not 4.Same engine
Same engine
Re: DBFZ
What engine does GGXrd use? Cause going by my untrained eye that game experience imperceptible lag.
Then why use it
ArcSys managed 60FPS with UE3 on PS3, they'll manage to get the input lag down.
Why would PS4 be the tourney standard if it's a worse version?
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.
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 900pThen why use it
In addition to Capcom sharing their matchmaking tech with Namco, it seems they're also sharing their PR tech.
Concerning wired controllers, yes. There's still the delay associated with UE4 to consider.You guys realize they are releasing a patch this week that will reduce Tekken 7 PS4 input lag right?
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.
Concerning wired controllers, yes. There's still the delay associated with UE4 to consider.
That would be the best.This is why fighting games need to stop using this engine.
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.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
Would not be surprised if Capcom helped out here and gave them whatever fix they used for SFV to apply to T7.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
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.Would not be surprised if Capcom helped out here and gave them whatever fix they used for SFV to apply to T7.
Blaming the tool is so much easier though!Why make excuses when it's something you should fix...
can we minimize the lag on pc tweaking or just vsync off??
can we minimize the lag on pc tweaking or just vsync off??
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.
That would be the best.
Fighters going forward ditch Unreal Engine and use your own engine instead
PC has less input lag than PS4/X1 even with vsync on
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.
Blaming the tool is so much easier though!
Blaming the tool is so much easier though!
UE's native post-processing, a problem that ASW avoids by making their own stack.
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.
PC has less input lag than PS4/X1 even with vsync on
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
IJ2 is UE3.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.
Its fine, I hardly notice it.