So in other words. Just going back to my first point. If a video game had zero frames of input lag. Meaning from the microsecond the button is pressed, processed, the displayed frame cannot change only the following frame can show a change. That’s just how TV/Monitor technology is you get that. If the next frame displayed by the monitor showed a change in animation or movement id say that means 0 lag, you’d call that 1 frame. Which is fine but I just want to make that distinction for people reading. Which is that by his definition all video games have to have 1 frame of input delay and 0 frame input delay can’t exist. This is actually difference in philosophy, nothing more than that.
And I think most people here know this but for those that don’t. Television/monitors, whether you’re watching a movie or playing a game, the technology is flashing images. Every second in a 24 fps film 24 unique images display in that one second. They used to call it a flicker rate, and the max flicker rate for old CRTs is 60hz, 60 frames per second because that’s what the images are frames. Think of it like an old film camera reel that passes through a projector. TV/Monitor technology is just that. Our minds do not see the flickering we observe it as one continuous motion. It’s a trick basically.
So for video games running at 60hz like any Street Fighter is 60 images a second. You break that down and you get 16.67ms per frame. When you press the button, an image is already displayed. Only the next image displayed can show a change, not the one already being displayed. Get it? But our brains again process that as instantaneous, and as one smooth moving image. But it’s actually not moving, just changing every frame.
So if the hardware can register and process your input within 16.67 milliseconds and effect the next frame, I would call that 0 frames of input delay, isotopez defines that as 1 frame and perhaps other testers do (or do not) but again I’m simply making this a point for people reading to make up their own minds about. By isotopez’s view all games will have at least 1 frame of lag, and there’s nothing wrong with that its just worth pointing out.
I would be really curious how other testers go about measuring. It’s probably the same as you isotopez.
I’m also curious if a supergun and artificial controller was used or an arcade cabinet and if so what kind of cab.
There is a noticeable difference for me playing 3rd Strike locally at the arcade vs at home on my 360 and CRT. I don’t think half a frame is noticeable which is why I’m questioning these results. Again I’m not saying you’re wrong.
Do you understand the second point I was asking about startup frames and using the entire animation (or at least half of it) to eliminate error?