-A Gaming reacts to 8 frame of input lags

Interesting analysis on input lag as a whole, but professional players adjust and learn to play on the system that they are competing on, so I really wouldn't use that excuse.

But I mean I suck at SFV, so my input is less valuable than a grain of salt.
 
Interesting analysis on input lag as a whole, but professional players adjust and learn to play on the system that they are competing on, so I really wouldn't use that excuse.

But I mean I suck at SFV, so my input is less valuable than a grain of salt.

Yup, it's irrelevant once you are used to it. If you want to compete in SFV, just play the PS4 edition and nothing else. Your execution will be based entirely on how the game's version work on it so any excuses about combo drops are completely ridiculous. The games operates with the delay and that's how it is.
 
It sounds really weird to me that they would have introduced extra input lag on purpose, I cannot imagine a game designer thinking that is a good idea.
 
It sounds really weird to me that they would have introduced extra input lag on purpose, I cannot imagine a game designer thinking that is a good idea.
Most modern games do it as a way to ensure button inputs don't have too tight of a window, so you can continue to play.
 
Yup, it's irrelevant once you are used to it. If you want to compete in SFV, just play the PS4 edition and nothing else. Your execution will be based entirely on how the game's version work on it so any excuses about combo drops are completely ridiculous. The games operates with the delay and that's how it is.

Hmm... I think I agree... but were combos even mentioned in the video?

Isn't it more that the ability to react to what is going has been somewhat reduced?
 
It sounds really weird to me that they would have introduced extra input lag on purpose, I cannot imagine a game designer thinking that is a good idea.
As a person that designed a customizable system around combo inputs, you have to have a certain amount of lag to compensate for the human input response, so stuff doesn't seem overly hard to accomplish.
 
Nice video, but there is no way in hell the input lag is intentional.

Everything about SFV feels cheap and outsourced. I'm pretty convinced whoever made the game either 1) Never noticed the input lag to begin with, 2) Didn't have the technical abilities or time to fix it, 3) Didn't think it was that big of an issue.
 
Nice video, but there is no way in hell the input lag is intentional.
I don't think it's entirely intentional (otherwise turning off vsync on PC wouldn't make a difference like that), but deliberately introducing input delay to make netplay better is definitely a thing

Harada: For instance when the player hits the punch button or perform other actions, we put in a brief buffer period between the button press and when the punch move or action actually starts happening on-screen, as a measure to reduce the perception of lag.

Subsequently, if there is lag online, what the game can do in theory is to skip over certain frames or parts of the move's animation. In other words, in order to keep the amount of time elapsed -- between when the player hits a button and when the move actually hits -- consistent, the game makes adjustments to the move animations accordingly.
 
Is he claiming there is different input lag on PS4 and PC? Why would they design it that way?

There is pc vsync and without (which is not possible without an (easy) text file edit.
But I have to say the input lag is still noticeable lower even with vsync on on pc vs PS4 (on the same TV).
 
Being able to tell if a TV has input lag is a useful skill (to an extent).

Granted it can make your TV seem useless at times. Like I don't use my Sony TV for fighting games or high speed action games ever since I got my LG TV.
 
Is the netcode being shit also intentional? I guess Guile being shit is also intentional when he's suppose be a defensive character.

Sounds like an excuse for a unfinished game that still hasn't added the Zenny shop.
 
eminemhigh.gif
(me watching this)

Rocket science hold that L.
 
Isn't it more that the ability to react to what is going has been somewhat reduced?

Yes

Suppose your best reaction time is 200ms. Someone throws a move out, and if you can react within 230ms you can counter it. If you have 0ms of input lag, you can do it. If you have 50ms of input lag, you won't be able to.

"Adjusting" to it in something like a fighting game is about more than just getting used to the timing. You have to re-learn which moves can or can't be reacted to.
 
Is the netcode being shit also intentional? I guess Guile being shit is also intentional when he's suppose be a defensive character.

Sounds like an excuse for a unfinished game that still hasn't added the Zenny shop.

Wow they still havent implemented the zenny shop? What a joke. Capcom is losing money by the hour with this game. Just imagine how many casuals were willing to pay real money for some dlcs and now they forgot the game completely.
 
I do think it's intentional and, as far as I know, the input lag of 8F is the same on PC and PS4. The issue is that PC has V-sync always on for that and there are workarounds that allow you to turn it off and play with less input lag.

Either way, just changing the input lag changes how the game plays. Some tactics become much easier to defend and, thus, can become useless. I think it's a characteristic of the game and that Capcom designed and balanced the game considering the 8f input.
 
this vid goes into some actual gameplay effects this has rather than wondering about whether 8f lag is a good or bad thing
https://www.youtube.com/watch?v=3CBEVIDwge0
it's nice and succinct while remaining informative to anyone at any level

edit:
seriously, please, please watch this video before you make a statement on whether it's intentionally designed or not
 
If you're going to bake in input delay up for online purposes, letting V-sync add it makes zero sense. If the delay was intentional so that the netcode could front run it, that would make sense. But having that much input delay due to a v-sync bug and not taking advantage of it makes zero sense. So either Capcom didn't intent for there to be this much input delay, or they did design around it but in a way that provided zero benefit for online play. Either way, they Capcpomed the shit out of it.

Personally, I think it's both. They probably added a frame or two of input delay intentionally to make online and offline feel the same but also screwed up and had a v-sync issue add more delay than it should.
 
Yup, it's irrelevant once you are used to it. If you want to compete in SFV, just play the PS4 edition and nothing else. Your execution will be based entirely on how the game's version work on it so any excuses about combo drops are completely ridiculous. The games operates with the delay and that's how it is.

Combos are irrelevant but it affects the way the game is played. Since you can't react to stuff as easily the game becomes less reactionery and more about guessing and doing stuff proactively. To what degree that happens is up for discussion. You might not care but others might.

I don't mind that much but I play on pc and i am not sure how much lag i am playing with.
 
The most surprising information of this vid for me is that Laugh makes arcade sticks and owns Etokki.

I had no idea.

Edit: Ha, the video is exactly 8 minutes long.
 
I remember being able to react to Elena's EX Rhyno Horn and Healing with Decapre's DCM Ultra and blowing up block strings with Jab Sting and blowing up El Fuerte and Haken.

Reactions is what make a character great. You can't rely on reads when trying to deal with Chun Li's V-ism.
 
Wait, Street Fighter V has 8 frames of input lag?!

8 FUCKING FRAMES?!

Yes, we can all see Capcom is focusing on the hardcore. Truly.

Fucking pieces of shit.
 
I imagine the 8 frames of lag was introduced to make Online and Offline play feel as similar as possible. With that much delay it's fairly easy to sync up what both players are seeing on screen online since it sends the input to the opponent before the player sees it on his screen. Games with no delay or compensation run the risk of all those combos you practiced offline not working very well with latency and people that practice online a lot will get bodied when playing in an environment where that delay isn't present. Whether youi believe the loss of responsiveness is worth the online/offline parity is personal preference but I believe that was their intention with the delay.
 
Ok that makes more sense. Maybe he should mention that in the video
He mentions that you can't disable V-Sync inside of the game, but through messing with some files on your own. Meaning Capcom never intended players to play with V-Sync off.

With it on, I've heard, the PC version has slightly more input lag actually. I don't know if that's true or not.
 
Yup, it's irrelevant once you are used to it. If you want to compete in SFV, just play the PS4 edition and nothing else. Your execution will be based entirely on how the game's version work on it so any excuses about combo drops are completely ridiculous. The games operates with the delay and that's how it is.

Combos are easy, you just have to adjust to the lag, what really matters is stuff like hit confirms and whiff punishes.

I'm glad I'm not a competitive player, so I just turn vsync off on PC and call it a day.

It's still higher than it should be with vsync off, but it's acceptable.
 
Top Bottom