3S:OE Input Lag Testing

The turbo LEDs on a stock FightSticks are NOT directly wired to the buttons, and shouldn’t be used for this purpose. Robokrikit’s stick has a TE Kitty in, which does directly wire the LEDs to the buttons, which makes it suitable.

When is the arcade test expected to show up?

(Or that one is way more difficult than the others?)

Everyone understands 3S runs at 30FPS not 60 right?

Nope, everyone but you understands that it runs at very very close to 60 fps, and no where near 30.

arcade games of that era run at about 59.97Hz.

Wow just wow you guys have no idea what you are talking about. If you really think 3S runs at 60 FPS you’re out of your mind. Let me give you a perfect example of WHY 3S is 30 FPS per second so we can end this discussion period.

Makoto’s f+HK is 22 frames to hit if this game was running at 60FPS that means that move would be boarderline unseeable and as fast as Roger’s Tail Sweep in Tekken frame data wise… But it’s not the move takes almost a full second to come out which is perfectly in line with the data suggesting the game runs at 30 FPS.

I mean I could go on and on but let’s make this very clear. SF games if that do run at 60 FPS (SFIV) run double frames to make it 60FPS so all the data you read in actuallity is doubled. A 3 frame uppercut is really 6 and so on. That’s another reaon why the game can run so well online because if it skips a frame it doesn’t matter because frame and frame 2 are exactly the same.

I could give you a million examples and before you argue against me think about this logically for one second. If I am wrong and this game does run at 60 FPS and SFIV frame data is not doubled why aren’t SF players jut coming over to Tekken and blocking everything? I mean our fastest moves are i10 right? i10 jabs. So clearly if the fastest lows good lows are around 20 or something frames and that’s super slow in SF then why arn’t player just playing Tekken and blocking everything and owning us? Why is it so hard for SF player to come to Tekken and break throws on reaction? Throws are i12 to hit in Tekken. 12 frames so it should be simple to see the hands and break right if what I’m saying isn’t true but no SF player even TOKIDO CAN’T BREAK THROWS ON REACTION.

So please don’t tell me 3S runs at 60 FPS when every game in that genre for that time even Tekken 3 ran at 30 FPS. You really think Capcom would take the time to animate 60 FPS of animation for all characters? Do you think BB is 60FPS too? You’re out of your mind. It would take an eternity to make one character.

The engine running at 60fps doesn’t have any bearing on the speed of the characters moves, genius.

Oh goody. I hope it’s interesting. I can deal with condescension if I’m wrong; it means I learned something new, which is always a plus. Let’s see what ya got…

checks SFAC guide, Yes, I’ll concede that it is in fact a 22 frame startup. Cool, we’re making progress by agreeing on some starting points.

Hmmm. Ignoring the pointless comparison to other games that don’t actually help one way or the other, the ‘borderline unseeable’ part is subjective; I dont care how you FEEL about it, I care about how FAST it is. hey, I’ll just focus on "But it’s not the move takes almost a full second to come out"
Good point, one I agree with. IF the system ran at 30fps, and Makoto’s f+HK has 22 frames of startup, then from button press to first frame of block/hit would take 22/30th of a second. That is a solid and valid argument.
You would also agree, by that very same logic, that IF makoto’s f+HK has 22 frames of startup, AND her f+HK from button press took less than 22/30ths of a second, that SF3 did not in fact run at 30 FPS. Right? Of course you do.

Neat explanation, but maybe you aught to check IF it is 30fps before going all sage on the mountain about WHY it’s 30fps.

Glossing over the implication that I haven’t been thinking of it logically, sure, you go right ahead.

That’s not ‘thinking logically’, that’s rationalization and reaching. You’re doing the sage on the mountain thang again.

pst
Third Strike runs at (roughly, maybe 2 significant digits) 60 FPS.

Do I think 3S runs at ~60 FPS? Yup.
Do I think BB runs at 60FPS? Not sure, Im not a BB guy, but I would be very disappointed if it ran at anything less than 60 FPS.

And you’re a moron. They dont have to have separate character animation frames for every displayed frame. Otherwise Super Mario Brothers would have been a, what, 4 FPS game?

So, congratulations, you spent forever writing this long diatribe about how you must obviously know what you’re talking about, without actually admitting the slightest possibility you could be wrong, and definitely without checking your homework or even running any kind of test. God bless the scientific method. Had you taken 30 seconds of time with youtube videos and a stopwatch, you would have realized your error.

http://img820.imageshack.us/img820/9085/starthz.th.png
http://img850.imageshack.us/img850/4922/stoph.th.png
Even with the additional delays caused by an emulator on a PC, it still only took 500ms from the button press, until contact. (The first shows the stopwatch at 26 seconds 522ms, second shows 27 seconds and 22ms on the first frame of contact; difference of 500ms)
And just so we’re clear, 500ms<<<<< 22/30 second
By your own logic, 3S does not run at 30 FPS.

So, how about those million examples you were talking about? XD

most fighting games of that era did run at 60fps. There may be a few exceptions, like Soul Edge running 30fps in the character select mode, but otherwise most gameplay was at 60fps or 59.94 (which was 240p). It wasn’t until the PS2 that games started to run at 480i 29.97fps (which was still basically 60fps, but each 2 frames were interlaced together effectively making it run at 30fps without any speed loss).

UMK3 ran at about 54fps, as well as some shmup titles. But 3s, A3, ST and EX all ran at 240p approx 60fps.

Is 3S frame data given in 30fps or something? This isn’t the first time I’m hearing this talk about the game running a t a low framerate, even though I know frame data for [even] older games is given with 60fps as the standard.

A3 as an example

Spoiler

http://i4.photobucket.com/albums/y104/tsdcs/misc1/nsh1.jpg

60fps doesn’t mean that a new animation frame was displayed at every frame. Animation frames were often repeated. However, the game still accepted and time inputs at 60fps.

Why wouldn’t it run at just 30 frames, then?

As far as animating at 60 FPS goes, 3d models go a long way. It’s more dynamic and faster than drawing 2d sprites.

No, it’s in ~60fps time.

I keep saying ~60 because it’s damn close, but may not be exactly 1/60th second. MAME source code says they measure the actual vertical refresh at 59.5992Hz. NTSC is something like 59.97Hz. And there’s a crystal on the CPS-3 that outputs exactly 60Hz. So, really, whether talking about any of the console versions or the arcade versions, I dont truly know the frequency except it’s damn close to 1/60th of a second.

To clear another thing up: when these games are displaying at 480i, that is still 60 fields per second. CRTs that take 480i display each interlaced field individually, so even though they are only drawing half of the screen at each refresh, they are still displaying 60 “frames” of motion per second.

All of the real-world CPS1-3 arcade games that we are talking about output to their displays at 240p60 and sample inputs at 60Hz.

(All values of “60Hz” are approximate like Toodles says.)

it’s around 60fps that the game runs at. not the animation…two separate things. What that does mean for animation is they have up to 60 frames to work with in that time frame. That doesn’t mean that the animation is actually moving at 60 frames in a second, it means it CAN move at 60 frames a second.

You should probably learn a bit before making yourself look like such a jackass.

Wow, I’ve never seen anyone so blatantly wrong and argue so hard to prove it. Hahahaha.

Ha! Here we go again, mate. It’s clearly stronger than you.
Thats exactly the same attitute you had time ago in the SSF4 Guy section when you KEPT saying you could avoid Zangief’s U1 by inputting the jump after the freeze.

So what’s the best setup overall? And What’s the best setup for each platform? (Resolution? A/V Cable?)
Arcade
DC ? Frames of Lag, Composite Cable
PC/MAME: ? Frames of Lag, SVGA
PS2: ? Frames of Lag, Composite Cable
PS3: 4 Frames of Lag, Composite Cable
360 : 4 Frames of Lag, Composite Cable

I own this for DC, PC, PS3, PS3 and enjoy it the most on PS3 w/all the great features =]

Sometimes I really hate this shit were two people will defend their opinion to the death, like it’s the fucking thunderdome.

“TWO OPINIONS GO IN”

“ONE COMES OUT”

But this beatdown yo…was pretty entertaining. I am now pro-shitfest when one side is objectively wrong. :slight_smile:

if you play on a SD television you might wanna use an RGB scart cable, not the composite, just saying

anyway youre right, we need a comparison like that