3rd Strike Lag/Speed Tests

Have you tried Fightcade on 8.1 aku? I played for a few hours and it was intolerable. Everything was underwater.

Is 10 better?

Weā€™ll test it

Definitely felt better than 8.1, that thing felt like playing on a crappy Dell monitor. FBA was fine, Fightcade was Fightcade. Iā€™m playing on a subpar monitor so thereā€™s always gonna be some delay on my part, but I never felt any additional delay in comparison.

How about frameskipping/stuttering?

I heard that different settings in 3soe bring out different results. Is that true?
Iā€™m planning to run a tournament with it and Iā€™m not sure if I should worry about it

Tutorial please.

Just curious if this is still happening?

We had camera issues. Itā€™s looking like we wonā€™t be able to test now

Damn, I was going to run 3S meets on 360 (OE) CRT set ups. Probably still will because there are no cabs I can use.

I think 360 OE + CRT is not a bad replacement for arcade in a pinch. Obviously not quite as good, but I certainly wouldnā€™t shun it.

Just remember to give your local Yuns shit if they win! ā€œYou wouldnā€™t win if zenpo scaled properlyā€

I donā€™t think we have any Yuns good enough to make a diference with command grab. This is all a stepping stone to supergun and maybe a cabinet one day.

Iā€™m trying it out right now andā€¦ Iā€™m actually shocked that I can hit-confirm Kenā€™s cr.mk into Shippu. Iā€™m actually beginning to wonder if thereā€™s some lag-reducing technique that this build of FBA uses because AFAIK thereā€™s slightly more lag on the emulator especially on Windows 10 since you canā€™t disable Desktop Composition and Iā€™m playing in a window. I also donā€™t think even ever been able to do the hit-confirm on anything else but PS2 + CRT and the actual cab. Only other thing that I can think of is that it might be playing a bit slower, but the FPS counter maintains a steady 60fps.

Recorded at 30fps because my PC is ass:

Iā€™m using this to get Ryu to random block:

Maybe that training mode module makes the game run a bit slower?

anyone can cherry pick a successful trial that had only six attempts. you would need to do a trial with at least 30 before anyone could begin to call it a hit confirm. also, the dummy sometimes begins the crouch animation before the move makes contact, which telegraphs what the dummy is going to do when the only two outcomes for it are stand hit and crouch block. if you can get the dummy to crouch random block, it would be more meaningful.

Of course I repeated it more than that, and I did it on standing and crouching (this is admittedly harder than on PS2 - the super often doesnā€™t come out). And on different characters. I just recorded that because it was the easiest to demo (that short sequence takes up over 1GB with DXtory - for some reason FRAPS stopped working a week ago).

I even captured the frames required:

http://i.imgur.com/FMkyB9V.png

If you press later than 19f after you initially did the cr.mk the super wonā€™t come out (well, it seems to be random, like sometimes it works on frame 20 but I put it down to the input recorder dropping frames, unless itā€™s recording the neg edge).

No I donā€™t have 100% accuracy on hit, but who does? That would be inhuman IMO, and TBH thereā€™s no way Iā€™m doing this online anyway. The point is that this game isnā€™t that laggy on FBA on Windows 10 (feels like thereā€™s less lag than on Win 8), unless thereā€™s something else very funky going on.

It would be a nice setup if I play 3S using Shmupmame in a Raspberry Pi(running Retropie, maybe?), a PS3/PS4 arcade stick and CRT TV or it doesnā€™t have hardware enough to run it? If so, Shmup would have the same performance it running on a PC?

Fightcade on W8 was basically unplayable for me. Fightcade + W10 seems okay.

For me it was the opposite. Playing on Win 10 I feel that itā€™s more laggy than playing on Win 8.1. I donā€™t know why but itā€™s it.

Guys I just wanted to say a few things.

I noticed with NKIā€™s test of ST he made two mistakes.

One was he measured Ryu from the animation point, when startup frames in that case begin while crouching. So heā€™s off by 1 there.

The next mistake he made was counting the first frame. From the moment the button press is registered, whatā€™s being displayed at that moment canā€™t change, only the next frame can be different. Time moves forward thatā€™s why we see it as a motion, when itā€™s really a series of stills. Iā€™m sure you know this but the point is, the first frame isnā€™t a frame of delayā€¦

Iā€™m not saying you guys did anything wrong Iā€™m just curious to know the details of the experiment.

From the original post: ā€œI counted the first camera frame where the led is lit as frame 1ā€¦ā€

Even though nothing new can happen during that frame, the player still perceives the elapsed time during that frame as part of the lag, which is why I included it.

Thatā€™s fine but I would argue thatā€™s not lag.

I have no idea if other testers account for that sort of thing and thank you for letting me know.

Just so Iā€™m clear about the second part: what Iā€™m suggesting is. Take any move, and then grab the frame data online from startup , to active, to recovery ok. And then measure the animation from start, I.E. button press, to when the first active frame hits. Because often times startup frames arenā€™t animation frames you see. Using the Ryu in ST cHK example, during the first startup frame he is still just crouching, the animation itself doesnā€™t start until the second start up frame.

Again Iā€™m not saying youā€™re wrong Iā€™m just suggesting a mistake you may, or may not have made and to do it again if so.

Also if you could please PM me the equipment used and where you got it. I really want to do my own tests on a bunch of different games.