clarknova156
Member
Talk about "Unreal" latency.
Sorry..
Sorry..
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.
You could see the difference in SFV play immediately when the input lag patch hit- Ken and Nash specifically were hurt huge as people started to be able to react to things they were doing.Injustice 2 runs on the same engine as MKX - a customized version of UE3, not UE4. Guilty Gear XRD also runs on UE3 and has about ~5 frames of input lag on console, 2 full frames lower than SFV. On PC, SF is better but the gap is worse between GG/SF.
This is the fear with Dragon Ball FighterZ. Tekken and Injustice input lag matters a lot less because the faster moves in those games are between 8-10 frames. Street Fighter and GG have 3-4 frame moves, which means DBFZ is likely to have some 3-4 frame moves.
It's the difference between something being impossible to react to and difficult to react to.
Either that or (the unlikely scenario) ASW lets Capcom & Bandai Namco use their post-processing 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.
Injustice 2 runs on the same engine as MKX - a customized version of UE3, not UE4. Guilty Gear XRD also runs on UE3 and has about ~5 frames of input lag on console, 2 full frames lower than SFV. The numbers are better on PC for everything, but the gap is actually bigger between the UE4 games and the UE3 games.
This is the fear with Dragon Ball FighterZ. Tekken and Injustice input lag matters a lot less because the faster moves in those games are between 8-10 frames. Street Fighter and GG have 3-4 frame moves, which means DBFZ is likely to have some 3-4 frame moves.
It's the difference between something being impossible to react to and difficult to react to.
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.
That's a lot easier said than done, man.That would be the best.
Fighters going forward ditch Unreal Engine and use your own engine instead
As far as you can tell? IJ2 has less input lag than SFV & there are #s to prove it.
https://displaylag.com/video-game-input-lag-database/
Check Noodall's twitter. His tests have SFV at lower input lag than IJ2... although very marginal.
You must not be about that low parry life.Its fine, I hardly notice it.
IJ2 is UE3.
As far as you can tell? IJ2 has less input lag than SFV & there are #s to prove it.
https://displaylag.com/video-game-input-lag-database/
The input lag has always been pretty close, it's just that Tekken is a slower game in general, so moves take longer to come out.Wow I thought 7f of input lag was pretty standard for Tekken but apparently I'm way off lol.
They gotta fix that.
He himself has said his #s are not to be trusted alone & should be cross referenced with display lags.
Maybe I'm missing something but considering fps isn't an issue. why would they pick the laggiest input version to be the tournament standard?
Last lag thing I saw on Kor's said that the Pro had better lag than the base PS4.This doesn't explain the difference between XB1 and PS4. Something weird is definitely going on with the game on all platforms lag-wise, even offline, but PS4 version is apparently really bad on the Pro.
UE4 is great for developer productivity, but the technical performance on consoles this gen is very poor.
I think a beyond3D dev mentioned that UE4's lack of console optimization particularly to GCN means devs by default leave 20% performance on the table.They definitely need to work on the default console rendering pipeline with an eye of minimizing input lag on the PS4 especially. UE4 is a fantastic tool for devs, but if you're making a game requiring fast reaction times like a fighting game it looks like atm you basically have to rewrite the default post-processing pipeline.
I think a beyond3D dev mentioned that UE4's lack of console optimization particularly to GCN means devs by default leave 20% performance on the table.
I think a beyond3D dev mentioned that UE4's lack of console optimization particularly to GCN means devs by default leave 20% performance on the table.
Is this also a problem in the arcade T7 edition? I figure that that is also UE4.
Is this also a problem in the arcade T7 edition? I figure that that is also UE4.
I think a beyond3D dev mentioned that UE4's lack of console optimization particularly to GCN means devs by default leave 20% performance on the table.
With all this alongside the trash-tier antialiasing, UE4 seems like a not-so-hot engine to me.I think a beyond3D dev mentioned that UE4's lack of console optimization particularly to GCN means devs by default leave 20% performance on the table.
I think a beyond3D dev mentioned that UE4's lack of console optimization particularly to GCN means devs by default leave 20% performance on the table.
Nintendo Switch uses Nvidia architecture.He is probably correct. UE4 tends to heavily favour Nvidia architectures.
Now I really hope that DBFZ gets on the Switch (& MvCI, but I doubt that'll come to the Switch) so we can compare the input delay between the systems.Nintendo Switch uses Nvidia architecture.
So that's why UE4 engine is very well optimised on Switch compared to PS4/XB1 not as optimised to their strengths fully... Hmm
Wow, they might as well have not even bothered.https://twitter.com/noodalls/status/882568216588963840
The patch shaves off 7 ms of input lag on the PS4. That's like 0.4 frames.
Yeah that would be interesting and also I expect Switch version overall to hold up much moreNow I really hope that DBFZ gets on the Switch (& MvCI, but I doubt that'll come to the Switch) so we can compare the input delay between the systems.
Lol wellhttps://twitter.com/noodalls/status/882568216588963840
The patch shaves off 7 ms of input lag on the PS4. That's like 0.4 frames.
Even after the patch, Tekken 7 is still the fighting game with the worst amount of input delay out in the market today.
Why, because of Nvidia's optimizations for UE4? I'd imagine that the game would run at 720p/60fps on the Switch if (maybe 900p, seeing as the PS3 is able to run GGXrd at 720p/60fps).Yeah that would be interesting and also I expect Switch version overall to hold up much more
Lol well
Maybe not just resolution i imagine the Ram constraints for that one but graphical settings/effects should be on par or very close though shouldn't be too hard with it just being a 2d fighterWhy, because of Nvidia's optimizations for UE4? I'd imagine that the game would run at 720p/60fps on the Switch if (maybe 900p, seeing as the PS3 is able to run GGXrd at 720p/60fps).
He himself has said his #s are not to be trusted alone & should be cross referenced with display lags.