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.
"Eight frames" is so misleading. It's not 8 more frames than any other Street Fighter game.
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.
PC only has 4f of lag if you disable V-Sync, which results in crazy screen tearing.
It's generally lower with Vsync too, changing in the Nvidia global settings ''pre-rendered frames'' to ''1'' extremely reduces input lag in most if not all games without causing performance loss even on older cards.
PS4 vsync reminds me of Hotline Miami without changing pre-rendered frames to ''1'' on pc if you play with vsync on, it was unplayable for me.
Is this vsync only or does it also reduce lag for vsync off?
This is only active with Vsync on.
With Vsync off it does nothing and most people still need Vsync as long as Nvidia does not release their new drivers with (basically) tripple buffering in all games over 60fps (Fast Sync, more in this thread).
Basically no tearing with very very low input lag (almost non), perfect for games like SF V.
"Eight frames" is so misleading. It's not 8 more frames than any other Street Fighter game.
did you even watch the vid first
Slow down, sir. You're going to give yourself skin failure!Fucking pieces of shit.
I think I'd still take the tearing for competitive games, but that's amazing for almost everything else.
Slow down, sir. You're going to give yourself skin failure!
Then you know Ultra Street Fighter IV, specifically the 360 version a.k.a the tournament standard for the longest time, had a little more than 5 frames of input lag, right?8 frames is not misleading. It's still 8 frames of lag.
No, I didn't. Having watched the video now... My reaction is the same.
Fucking pieces of shit can't program worth crap.
There is no difference until you disable v-sync on PC via .ini files (?) which reduces input lag by about 4f.Is he claiming there is different input lag on PS4 and PC? Why would they design it that way?
Then you know Ultra Street Fighter IV, specifically the 360 version a.k.a the tournament standard for the longest time, had a little more than 5 frames of input lag, right?
SFV has a little less than 3 more frames of input lag. You're losing your shit over less than 3 frames. If you're a competitive tournament player who thrives off hard reactions, then alright. If you're just a regular dude like most of us, then have you even noticed it up until now?
Tests shows that PC vsync is about the same/a little bit more than PS4.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).
I haven't touched SFV, but the fact that it has more lag than SFIV is terrible. It could have been just one frame. It just showcases their sloppy programming and total disregard to hardcore gamers.
so you're freaking out over a game you don't even play.
It has nothing to do with programming, it's added input lag so when you play online, the game has a decent buffer to work with between receiving inputs and displaying the results.I haven't touched SFV, but the fact that it has more lag than SFIV is terrible. It could have been just one frame. It just showcases their sloppy programming and total disregard to hardcore gamers.
He hasn't been to any tournaments that I know of, but Kent4r0's Gief is really impressive: https://youtu.be/U5LU_1MpVj0Are there other good Gief's out there winning? If no one's winning with Zangief or Alex maybe there are some balance issues.
Or or, it could have been intentional for all the reasons already stated in the video posted. That you can think that when they have dudes like Woshige, a former pro and amazing Guilty Gear player, on staff as the Battle Director for the game is weird, dude. You really think a player like Woshige, who comes from a game like Guilty Gear, wouldn't have noticed this? A player like Combofiend wouldn't have noticed? That seems so unlikely to me.I haven't touched SFV, but the fact that it has more lag than SFIV is terrible. It could have been just one frame. It just showcases their sloppy programming and total disregard to hardcore gamers.
It has nothing to do with programming, it's added input lag so when you play online, the game has a decent buffer to work with between receiving inputs and displaying the results.
Capcom has done themselves no favors by being silent on this. They should just out right say already whether or not the ~8 frames of input lag is an intentional design decision or not. Like, I'd gladly own up to it if I'm wrong. Just say something jeez. I hope you're reading this, Haunts.
Are there other good Gief's out there winning? If no one's winning with Zangief or Alex maybe there are some balance issues.
Smart logic you have there.Oh, and the Tekken comparison to me is meaningless, since, to me, Tekken is just a party game.
How much lag do you think Tekken Ball has?Oh, and the Tekken comparison to me is meaningless, since, to me, Tekken is just a party game.
I'm so confused.Adding input lag to deal with online lag is a stupid decision, so it can't be that. There's a shitty way to play the game (with online lag), so you make it shitty for everyone playing the game, even offline? It's like having to sign in online to play offline games, you get the worst of both worlds.
If Capcom really cares about tournament play, they shouldn't add lag to offline play, as simple as that. But of course they know that, so it's shitty programming.
Oh, and the Tekken comparison is meaningless, since, to me, Tekken is just a party game.
How much lag do you think Tekken Ball has?
~133ms means around 133ms, I'm not saying it's always 133. But to be clear, from the link I gave, 133ms was the shortest delay measured with 137 being the most common and 147ms being the longest. The link also list the system specs the tests were done on.Different implementations of vsync cause different amounts of lag on pc.
PC having always 133ms with vsync is not true.
http://www.displaylag.com/reduce-input-lag-in-pc-games-the-definitive-guide/http://www.displaylag.com/reduce-input-lag-in-pc-games-the-definitive-guide/
~133ms means around 133ms, I'm not saying it's always 133. But to be clear, from the link I gave, 133ms was the shortest delay measured with 137 being the most common and 147ms being the longest.
Also, SFV doesn't provide different implementation of vsync, those test were done with the default setting, if you want to change that(or even turn off vsync), it would have to be through .ini files.
Either way, the delay isn't due to hardware, it's there due to design decisions(as evident by frame data changes from SFIV to SFV), so PC and PS4 having about the same amount of lag isn't surprising.
~133ms means around 133ms, I'm not saying it's always 133. But to be clear, from the link I gave, 133ms was the shortest delay measured with 137 being the most common and 147ms being the longest. The link also list the system specs the tests were done on.
Also, SFV doesn't provide different implementation of vsync, those test were done with the default setting, if you want to change that(or even turn off vsync), it would have to be through .ini files.
Either way, the delay isn't due to hardware, it's there due to design decisions(as evident by frame data changes from SFIV to SFV), so PC and PS4 having about the same amount of lag isn't surprising.
LPN does well with Alex and Itabashi Zangief and Stupendous do well with Gief.Are there other good Gief's out there winning? If no one's winning with Zangief or Alex maybe there are some balance issues.
Adding input lag to deal with online lag is a stupid decision, so it can't be that. There's a shitty way to play the game (with online lag), so you make it shitty for everyone playing the game, even offline? It's like having to sign in online to play offline games, you get the worst of both worlds.
If Capcom really cares about tournament play, they shouldn't add lag to offline play, as simple as that. But of course they know that, so it's shitty programming.
Oh, and the Tekken comparison is meaningless, since, to me, Tekken is just a party game.
Umm... How do you think DisplayLag test input lag in the links you provided?!Those numbers you mention are his camera measurements that he used to take the average for input lag of a single configuration
As I mentioned in my post, he list the hardware and setting he did the test on. Not sure what are you arguing here, especially that the numbers I mentioned for input lag were listed as "around xxx" and not as hard numbers that should be taken as fact for all hardware combinations! It never is with input lag measurements, even on consoles.... what i am talking about is that different configurations have different averages and that doesn't have to do with how sfv implements vsync but other factors like gpu maker, using winowed modes, using vsync from control panel instead of ingame, refresh rates and other stuff.
edit: it wasn't an average but the most frequent measurement, still my point doesn't change
Is this taking into account old controllers input lag? For Madcatz, their PS3 sticks has more lag than their PS4 ones for example. Otherwise, it's probably the poor ass implementation of the legacy controllers support drivers.That still doesn't explain the 1f difference between legacy sticks and PS4 sticks.
Umm... How do you thing DisplayLag test input lag in the links you provided?!
As I mentioned in my post, he list the hardware and setting he did the test on. Not sure what are you arguing here, especially that the numbers I mentioned for input lag were listed as "around xxx" and not as hard numbers that should be taken as fact for all hardware combinations! It never is with input lag measurements, even on consoles.
To qoute my first post:I think there is a misunderstanding. When i said pc doesn't always have 133 ms lag i meant that other pc's will have lag with different "most frequent" measurements and different ranges not that the lag measurements on a single setup will not fluctuate.
The first line make it clear those are approximate ranges and not hard numbers that are true for every case! Yet you're still hung up on the 133 ms part, this whole thing seem to be the result of you not knowing what "~" means, otherwise you wouldn't try to point out that an "approximate" number, is in fact, an approximate number that doesn't represent all cases!
To qoute my first post:The first line make it clear those are approximate ranges and not hard numbers that are true for every case! Yet you're still hung up on the 133 ms part, this whole thing seem to be the result of you not knowing what "~" means, otherwise you wouldn't try to point out that an "approximate" number, is in fact, an approximate number that doesn't represent all cases!
And it was still a disgrace. Skullgirls or Xrd have 2 frames. SF4 wasn't tournament standard because it was a technical masterpiece, it was tournament standard because of the brand name.Then you know Ultra Street Fighter IV, specifically the 360 version a.k.a the tournament standard for the longest time, had a little more than 5 frames of input lag, right?
Then you know Ultra Street Fighter IV, specifically the 360 version a.k.a the tournament standard for the longest time, had a little more than 5 frames of input lag, right?
SFV has a little less than 3 more frames of input lag. You're losing your shit over less than 3 frames. If you're a competitive tournament player who thrives off hard reactions, then alright. If you're just a regular dude like most of us, then have you even noticed it up until now?
Then you know Ultra Street Fighter IV, specifically the 360 version a.k.a the tournament standard for the longest time, had a little more than 5 frames of input lag, right?
SFV has a little less than 3 more frames of input lag. You're losing your shit over less than 3 frames. If you're a competitive tournament player who thrives off hard reactions, then alright. If you're just a regular dude like most of us, then have you even noticed it up until now?
Then you know Ultra Street Fighter IV, specifically the 360 version a.k.a the tournament standard for the longest time, had a little more than 5 frames of input lag, right?
SFV has a little less than 3 more frames of input lag. You're losing your shit over less than 3 frames. If you're a competitive tournament player who thrives off hard reactions, then alright. If you're just a regular dude like most of us, then have you even noticed it up until now?
That still doesn't explain the 1f difference between legacy sticks and PS4 sticks.
If they've intentionally done this to compensate in online play, you know, I'd be ok with that, but it shouldn't affect offline play. There's no excuse for that.
This game has had such a confused development and that fact is rearing its head constantly at every step of the way. Who is this game for? Is it for offline players? You'd think so because they put the game out early seemingly to get it out in time for the CPT, right? Is it for online players? If they're delaying inputs to make the online better, you'd think so right?
I'm not really into the technical stuff, but how hard is it to patch this? Didn't they easily lowered the input delay of Ultra SFIV a few weeks after it released on PS4?
Why the hell is this taking so long, considering it's a well known problem?