-A Gaming reacts to 8 frame of input lags

SFV is 60 fps so 4 frame input lag on PC means 15 inputs per second vs PS4 8 frame lag which means 7 inputs a second. This isn't starcraft. In starcraft that would be the difference between 12 commands a second vs 7 which would decimate a game. That cumulative advantage of 5 commands a second would build up fast. The main reason SFV is less affected is each move takes a set number of frames and pending cancels it would be difficult to fit more than 7 SFV moves into a second. However that does give PC players a larger reaction window to block and move out of the way which is unfair. At EVO things will be even as PS4s will probably be the system of choice. But they really should strive to make frame rates equal. Which it looks like they tried to it's just pc players can easily mod the game using a txt file. I actually don't have an issue with Capcom's early access release of the game except that they didn't call it early access. It's better that they're getting good feedback. Still hopeful they'll turn this around, but I got Xrd Revelator back to Jam practice.

I prefer think of it as an unfair disadvantage for PS4 players, more than the other way around. 8 frames is way too much, this isn't just the natural result of not being able to turn off vsync on PS4, it's too laggy.

PC players would still be able to lower it even more, but I feel like the difference would be lower in practical terms when you can still react to any move that you should be able to react to on PS4. Not to mention PS4 players can just filter out PC players if they think it's still unfair. The problem with looking at it from a "PC players have an unfair advantage" point of view, at least right now, is that it doesn't put pressure on Capcom to fix what's unacceptable on PS4, it instead tries to equate to hacking something that is absolutely normal for PC games and has been used forever, in multiple games. If anything, they should offer the option on PS4 to turn it off, instead of trying to demonize it on PC.

Nvidia is about to launch new drivers that will allow what they call FastSync (it's essentially just real triple buffering), it has more lag than v-sync off, but way less than v-sync on. This will essentially, by that logic, turn every Nvidia user into a cheater. Without using L0WH4CKS to turn off vsync or anything like that. Even players who don't have any idea of what's going on will become "cheaters". The real issue is that this game has unacceptable amounts of lag. Even when you turn vsync off, it's not as low as other games with vsync off. It's a game issue.
 
I prefer think of it as an unfair disadvantage for PS4 players, more than the other way around. 8 frames is way too much, this isn't just the natural result of not being able to turn off vsync on PS4, it's too laggy.

PC players would still be able to lower it even more, but I feel like the difference would be lower in practical terms when you can still react to any move that you should be able to react to on PS4. Not to mention PS4 players can just filter out PC players if they think it's still unfair. The problem with looking at it from a "PC players have an unfair advantage" point of view, at least right now, is that it doesn't put pressure on Capcom to fix what's unacceptable on PS4, it instead tries to equate to hacking something that is absolutely normal for PC games and has been used forever, in multiple games. If anything, they should offer the option on PS4 to turn it off, instead of trying to demonize it on PC.

Nvidia is about to launch new drivers that will allow what they call FastSync (it's essentially just real triple buffering), it has more lag than v-sync off, but way less than v-sync on. This will essentially, by that logic, turn every Nvidia user into a cheater. Without using L0WH4CKS to turn off vsync or anything like that. Even players who don't have any idea of what's going on will become "cheaters". The real issue is that this game has unacceptable amounts of lag. Even when you turn vsync off, it's not nearly as low as other games with vsync off. It's a game issue.

yeah I see your point it's being portrayed as hacking when it's just what pc players do. Better performance on ps4 is the real issue.
 
The problem with the 8 frames of lag in this game in particular is that they've sped the game up so much that they're making it so much harder to react to certain things. Every character's dash is much faster than most dashes in SF4, and you've also got characters like Nash whose dash doesn't even have recognizable startup frames for the first half of the animation. This means that reacting to dashes is way harder, which changes the way the neutral game is played on a high level. You can't expect to react to dashes, or at least not nearly as easily as you could in SF4, which means now you need to predict them instead, which means you can't spend as much of your mental energy looking for other things.

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?

On a side note the rollback netcode is infuriating. Nothing like watching your jumping attack hit and be blocked at the same time, playing the sound effect for both a hit and block, and having to guess whether or not how to proceed with your hit confirm.

Man, what a mess.

I dont know why they didnt just use GGPO. Their own rollback code is garbage.
 
Aye, I ended up writing the Red Bull piece on this a few weeks ago, it goes a bit in depth on my own conclusions about it with input from guys like Fourwude in there: https://www.redbull.com/us/en/espor...9/input-latency-is-affecting-street-fighter-v

Self plug over, but it does have quite a bit in there going over the subject. A will make a quick note about overheads in the game though. They aren't slower due to input latency more than likely. There's a much higher chance that overheads are slower because they have a much higher impact in this game than something like SF4 due to the new stun rules and the defensive restrictions that were introduced. If they had been made slower due to latency, then it makes no sense for things like dashes to be so fast or the throw window to be so small. It just isn't consistent design if you you look at it is as being influenced by the delay. That part of the argument doesn't really hold up in his vid, the rest of it is kind of solid. His reaction time isn't taking into account things like identifying and reacting to different stimuli out of multiple results, but eh whatever reaction times are highly variable. I do like that he says calling it "just an excuse" makes it very hard to have an actual conversation about how we approach it as a problem.

It is mysterious why the delay is here though so I can't blame the speculation, but it doesn't line up at all as something that is intentional. The netcode solution isn't even delay based so that is another weird reason why intentional delay is a bit wonky.
 
SFV is 60 fps so 4 frame input lag on PC means 15 inputs per second vs PS4 8 frame lag which means 7 inputs a second. This isn't starcraft. In starcraft that would be the difference between 12 commands a second vs 7 which would decimate a game.

The lag is only the time it takes for a button press to register. If you press a button 20 times, each of those 20 presses will be 4 frames slow, but they'll come every 50 ms, or whatever the sampling rate of SF is (which is different than refresh rate which is different than input lag).
 
SFV is 60 fps so 4 frame input lag on PC means 15 inputs per second vs PS4 8 frame lag which means 7 inputs a second. This isn't starcraft. In starcraft that would be the difference between 12 commands a second vs 7 which would decimate a game. That cumulative advantage of 5 commands a second would build up fast. The main reason SFV is less affected is each move takes a set number of frames and pending cancels it would be difficult to fit more than 7 SFV moves into a second. However that does give PC players a larger reaction window to block and move out of the way which is unfair. At EVO things will be even as PS4s will probably be the system of choice. But they really should strive to make frame rates equal. Which it looks like they tried to it's just pc players can easily mod the game using a txt file. I actually don't have an issue with Capcom's early access release of the game except that they didn't call it early access. It's better that they're getting good feedback. Still hopeful they'll turn this around, but I got Xrd Revelator back to Jam practice.

I think your beginning comparison doesn't make sense. You can have as many inputs as you possibly can get within 60 frames, even simultaneous or consecutive ones, they just execute 8 frames later. Your number of commands executed is not capped or effected by the input lag.
 
I'm not an Unreal 4 dev, but it looks like pc players are getting the edge by modifying a settings file that is harder to get to on ps4. Not sure if unreal lets you lock input lag in code, but even so modders could patch the game to decrease the lag. The other method would be to reduce lag on ps4, which is probably better. Even with reducing ps4 lag certain pcs with really fast input methods would still be better. Fighting game aficionados already shell out big bucks to reduce controller lag and the less scrupulous buy lag switches to fuck up online play. So no simple solution I suppose.

There are 2 components to the input lag:

1) Input buffer. This is the intended input lag created by buffering input. This has its uses for interpreting input, animations, and smooth online play.

2) VSync frame buffer. This is unintended input lag and serves no practical purpose.

People are disabling Vsync to reduce the input lag. With Vsync off, the frame buffer is displayed directly so the frame displayed on the monitor is always as new as possible. With Vsync on, there are several frames being swapped in and out of the frame buffer, the frame being displayed is likely several frames old.

With double buffered vsync, the displayed frame is only 1 frame late in the worst case.

With triple buffered vsync, it's my experience that the displayed frame can be several frames later. I'm not an expert in the matter, but I think there are probably different buffering implementations that can result in varying amounts of frame delay.

Besides GSync and FastSync, which are currently only possible on PC, the only possible fix on console would be to disable Vsync altogether (trivial, but IQ will suffer) or optimize the triple buffering solution (non-trivial).

Durante probably knows a lot more about this. Would be awesome if he could chime in.

I've experienced games with varying amounts of input lag when VSync, so I'm sure the buffering implementation in the engine is key. But it's still a science that seems to elude most developers. I don't know if it's game developers or perhaps video card driver developers that are to blame.
 
I've seen in mentioned here and there, but how much of this is because of the rollback netcode? I know all of those have a frame delay setting.

fgnet-02-inputdelaymts59.png

(Good article)

If SF4 had 4-5 frames input delay without rollback netcode and they had to add the 2-3 frames because of it, would that be an explanation?

I would imagine they would then keep it like that for offline aswell, because the difference in timing would feel awful. The slow overheads in this game kind of fit that theory.
 
Is there a way to force the game to run in 120fps?
Duplicate frames for example, but less (motion) lag on my monitor :).
 
Aye, I ended up writing the Red Bull piece on this a few weeks ago, it goes a bit in depth on my own conclusions about it with input from guys like Fourwude in there: https://www.redbull.com/us/en/espor...9/input-latency-is-affecting-street-fighter-v

Self plug over, but it does have quite a bit in there going over the subject. A will make a quick note about overheads in the game though. They aren't slower due to input latency more than likely. There's a much higher chance that overheads are slower because they have a much higher impact in this game than something like SF4 due to the new stun rules and the defensive restrictions that were introduced. If they had been made slower due to latency, then it makes no sense for things like dashes to be so fast or the throw window to be so small. It just isn't consistent design if you you look at it is as being influenced by the delay. That part of the argument doesn't really hold up in his vid, the rest of it is kind of solid. His reaction time isn't taking into account things like identifying and reacting to different stimuli out of multiple results, but eh whatever reaction times are highly variable. I do like that he says calling it "just an excuse" makes it very hard to have an actual conversation about how we approach it as a problem.

It is mysterious why the delay is here though so I can't blame the speculation, but it doesn't line up at all as something that is intentional. The netcode solution isn't even delay based so that is another weird reason why intentional delay is a bit wonky.

Reading this made me realize that Gsync players would also be considered "cheaters" by the logic that tries to justify the input lag.

Some of the very same people who are totally ok with saying "buy a new monitor if yours is laggy" are now calling people with the best possible monitors for that "cheaters". Just further reinforces how it's absolutely a game issue.

As I said before, if Capcom feels like the game should be played in such a way to allow people to get away with murder, they can tweak the framedata and keep that playstyle, even with lower vsync. Not being able to block or punish something because the game wasn't fast enough, and not you, doesn't make it feel like a different game, it just feels unresponsive. You don't have to adapt to a move now being safe, you have to adapt to not trusting your own ability, you know you can react to that, but you have to stop yourself from doing so. It's much better if the framedata just makes it impossible to react to, in that case you'll just naturally learn you can't react to that, instead of learning you can, and then having to teach yourself that you actually can't.

I've experienced games with varying amounts of input lag when VSync, so I'm sure the buffering implementation in the engine is key. But it's still a science that seems to elude most developers. I don't know if it's game developers or perhaps video card driver developers that are to blame.

I remember Mike Z talking about his work as a game dev somewhere (can't provide you a link at the moment, since I don't remember exactly where it was), and he would mention that he would be the only person in the team that actually cared about that. No one would even bother to measure and try to fix the lag, he would bring his own camera and test it to see what could be done to make it better.

So I think it's more than likely the game devs.
 
I'm guessing that this is a by-product of V-Sync being on by default for Unreal Engine 4. I mean, Capcom could turn it off with a patch, but it could introduce a whole slew of other issues (such as screen-tearing).

At this point, it'd be best if Capcom waits until after the Capcom Cup to fix it, seeing as most people are getting used to the input lag by now.
 
I'm guessing that this is a by-product of V-Sync being on by default for Unreal Engine 4. I mean, Capcom could turn it off with a patch, but it could introduce a whole slew of other issues (such as screen-tearing).

At this point, it'd be best if Capcom waits until after the Capcom Cup to fix it, seeing as most people are getting used to the input lag by now.

With that I can agree with, but they should at least talk about it as soon as possible.

I've seen in mentioned here and there, but how much of this is because of the rollback netcode? I know all of those have a frame delay setting.

fgnet-02-inputdelaymts59.png

(Good article)

If SF4 had 4-5 frames input delay without rollback netcode and they had to add the 2-3 frames because of it, would that be an explanation?

I would imagine they would then keep it like that for offline aswell, because the difference in timing would feel awful. The slow overheads in this game kind of fit that theory.

That could be the case, but then it's a stupid decision all around. Rollback netcodes usually allow you to set a delay according to the connection. This forces a huge delay even on connections that don't really need that much, if anything, and still add rollback on top of that, when delay in rollback-based netcodes is used exactly to avoid the rollbacks.

Forcing it for offline play is also an incredibly stupid decision.

About overheads, as said before in the thread, I don't think it's consistent. Overheads are slow, sure, but dashes and throws aren't, they're really damn fast. Ryu's HK and tatsu framedata is also similar to SF IV, so they didn't compensate for the lag there, you can block it in one game but not the other.

Of course they tested their game, and took the input lag they had while testing into consideration, so it's possible they just thought it was fine to have those moves unblockable on reaction for this game, even though they weren't in the previous one, but that's still working against the theory that slow overheads are indication that they made everything slower to compensate for input lag and make it the same in the end.
 
Pretty sure throws are 5 frames in SFV and 3 in SF4. That would fit, actually...

The dashes are completely different, that's true. But that could be a gameplay decision.
 
Hmmm.
At first, before I watched the video, I was all like "Oh shaddap, ChrisG!" but this video was actually pretty interesting.
I was always just in the mind frame that "you just get used to the lag" when thinking about the higher lag of say... the PS3 version of SFIV and for whatever stick/monitor you were using (I mean, isn't this why tournaments let you know what monitors they'll be using? So you can use the same and get used to it?).
I never would've thought that input lag could be intentional as a game design decision.

Aye, I ended up writing the Red Bull piece on this a few weeks ago, it goes a bit in depth on my own conclusions about it with input from guys like Fourwude in there: https://www.redbull.com/us/en/espor...9/input-latency-is-affecting-street-fighter-v
Interesting. Bookmarked to read a little later.
 
His reaction test is flawed as it only measures his reactions to one specific visual stimuli that he was expecting, random or not. He needs variety in those moves so his brain can process what it's seeing, not simply a reactionary button press.
 
His reaction test is flawed as it only measures his reactions to one specific visual stimuli that he was expecting, random or not. He needs variety in those moves so his brain can process what it's seeing, not simply a reactionary button press.
You don't need that to measure physical input lag, why would you?
 
V-Sync introduces input lag. Across games, it isn't the same amount of lag but v-sync off is common settings for competitive csgo and other fps shooters.

The amount of lag introduced by v-sync might be able to be reduced, it seems higher than other games.

V-sync on is intentional, maybe no one cared or noticed the amount of lag it added or it was something that was changed last minute before shipping that wasn't tested thoroughly.
 
Good god, man, educate yourself on the topic before melting down. We don't have to apply this same fuck Capcom rhetoric to discussing aspects of the game where it isn't called for.

Once the pitchforks come out gaffers really lose the ability to tell when to put them down, jesus.
8 frames of input lag is unacceptable for a AAA fighting game, IMHO. Although more testing is warranted. I'd like to see the results at 144hz on a Gsync monitor. Sure doesn't feel like 8 to me on that setup.
 
You don't need that to measure physical input lag, why would you?
Nah, measuring input lag is done through measuring the time from the button press to the start of the matching on-screen action, human reaction doesn't factor in at all.
 
Isn't it super unfair to have players with 8 frames of input lag (PS4) face players with only 4 frames (PC)?
 
Since the games been out for about 4 months now I don't think they will fix the lag as most people have gotten used to it. After Capcom cup finishes that's when they will make any changes to balancing characters and, I presume, other issues such as lag.
 
Finally

https://twitter.com/teamspooky/status/743076357039497217
https://twitter.com/teamspooky/status/743076452078227461
Team Spooky ‏@teamspooky 2h2 hours ago

Sugiyama just stated on the @topangajapan stream that the 8f delay was an intentional design choice. My assumption here is they attempted
Team Spooky ‏@teamspooky 2h2 hours ago

To copy Bandai Namco and Tekken's innate buffer, which is meant to help smooth netplay.

The netplay stuff is just Spook'ys assumption though, it doesn't seem like Sugiyama actually said anything about netplay? Still seems like a safe bet.
 
Finally

https://twitter.com/teamspooky/status/743076357039497217
https://twitter.com/teamspooky/status/743076452078227461
Team Spooky ‏@teamspooky 2h2 hours ago

Sugiyama just stated on the @topangajapan stream that the 8f delay was an intentional design choice. My assumption here is they attempted
Team Spooky ‏@teamspooky 2h2 hours ago

To copy Bandai Namco and Tekken's innate buffer, which is meant to help smooth netplay.

The netplay stuff is just Spook'ys assumption though, it doesn't seem like Sugiyama actually said anything about netplay? Still seems like a safe bet.
Really? Damn it Capcom.
 
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