I did a simple 60fps camcorder input lag test for 3S:OE. Result: both consoles have 4f input delay.
[S]This is identical to arcade ST and other Capcom fighters.[/S] I’m not positive if arcade 3S is the same, maybe someone else who knows can chime in.
[This is not identical to arcade ST as previously stated. Later in the thread the NKI video was posted and it was noted that NKI starts his count on the input frame, not on the next frame. Lately lag discussion in Tech Talk has revolved around frames of lag, counted as frames after the input frame. With that method, NKI has arcade ST at 3 frames.]
Tests were done on PS3 and 360, connected to a Sony GDM-FW900 CRT monitor via HDMI, through an HDFury DAC.
HDMI -> HDFury -> CRT
Resolutions tested were 480p (4:3), 480p (16:9), and 720p. Xbox360 was also tested at 1080p since it can upscale to that resolution. PS3 when configured at 1080p will still output 3SOE at 720p. No tests run for 480i, as I don’t have a setup for that right now.
Footage was recorded at HDV 1080i60 (shutter 1/60), imported with HDVSplit, processed with avisynth/virtualdub to separate the interlaced fields for analysis.
Input device was a Mad Catz Round 2 TE for Xbox360, modded with Toodles’ TE Kitty PCB for PS3 compatibility. This board lights up one of the 8 “turbo” LEDs on button actuation, corresponding to the pressed button, in both 360 and PS3 modes. The LED was used to time the 0 frame of input.
Hardware used
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Console: “Slim” PS3
Console: “Fat” 360
Monitor: Sony GDM-FW900 CRT
DAC: HDFury original model HDMI/DVI -> VGA converter
Input: Mad Catz Round 2 TE for Xbox360
PCB: Stock 360 TE PCB
PCB: Toodles’ TE Kitty PCB for PS3 compatibility and LED activation
Camera: Canon HV20
Software used
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Import: HDVSplit 0.77
Processing: AviSynth/VirtualDub (to separate interlaced fields for viewing)
Example AviSynth script:
DirectShowSource("3soe_lag_testing-0001.m2t")
complementparity
separatefields
Game settings
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View: Normal
Filter: None
Scan Lines: Off
GGPO Delay: 0
Notes
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I had some issues with VirtualDub occasionally dropping frames or ordering them improperly, so I made sure to get enough inputs to be certain of the result. Due to that I didn’t transcode any video samples, but will upload the original .m2t files imported from HDVSplit for anyone who wants to look at them. You’ll need something capable of splitting the interlaced frames into their separate fields; playback through a standard media player would only show 30fps. This could be avoided with a 60p camera but I don’t have one.
Edit: Source files here: http://bitshare.com/?f=w7x0sxfp
Take note of the above or the files will not work for you. Also when analyzing the footage, keep in mind that the camera is not always in sync with the game/monitor, so sometimes the sequences will look like this: http://i.imgur.com/1kz1a.jpg
Tests were done in multiplayer local mode, Ryu vs Ryu in America/Alex stage. 1P st.jab as input, 50 times per test. Frame count starts at 0, when the LED lights, and ends at the first frame showing any portion of st.jab animation. Frame counts were consistent at 4 frames for each resolution on both consoles.
Sample GIFs linked below for each res/console. I’ll upload the original source content for people who want to poke at it (see Notes, above).
PS3:
480p 4:3 - 480p 16:9 - 720p
360:
480p 4:3 - 480p 16:9 - 720p - 1080p
What does this mean?
It means in the scenario outlined above, Ryu’s st.jab takes 4 frames to start animating after button input, on both consoles. It doesn’t mean there is no lag or weirdness or bugs anywhere else in the game. I won’t speculate on any of that. This is also on a CRT with a known lag-free analog conversion setup and good input devices. If your monitor lags, or your joystick PCB lags, or your cables are violating the laws of the universe, you may experience lag even if the game is working perfectly.
If anyone else can do similar testing, please post your results.