Not sure if this is the correct place to ask… but does someone has input delay benchmarks on the latest firmware of the Universal and PS4/PS3/PC PCBs? I could find benchmarks only on http://www.teyah.net/sticklag/overview.html, but it looks like the tests were performed before the firmware update that reduced input delay.
Teyah’s website is gathering dust, and he never published test results for the Brook Universal Fighting Board… I can tell you from my own tests so far and others I have seen that the Brook UFB, in PS4 and PS3 modes, beats all other PCBs.
Teyah’s testing methods are also highly disputed over their accuracy. I wouldn’t put any stock into them because as we are seeing with SFV, much of these tests are very subjective based on the game its attached to. Best you are ever going to get is hardware level testing and nobody does that… yet.
Well, if you pick the same character for both players and attach a button to both PCBs for the same function, why would results not reflect how one PCB is better than the other over a few hundred attempts to strike each other’s character using that same button (seeing if they both hit each other or one hits the other)? I use Ryu’s Solar Plexus Strike (f + hp) on the PC version of USF4. I switched USB ports midway just to be on the safe side, but this was meaningless.
If one PCB wins 300 times, they tie 200 times and the other PCB never wins, the situation is clear to me… o.o
That is true to compare 1 to the other, but it wont give any number data. I.e. actual frames from button press to execution; its a qualitative analysis. Additionally, for these multisystem boards they must be in the correct mode. I.e. PS4 vs. PS4. Finally, what is tested on PC isn’t necessarily the same as what the console will do.
The proper way to test the PCB, in my opinion, is to use a dedicated hardware solution that triggers a ground signal at an exact moment on an input that listens for the USB data packet to be sent. That is the only way to accurately determine the total system response of one of these boards. Everything else is far too dependent on human observation, console processing, and game decision making. I am attempting to do something like this with a buddy of mine using some COTs hardware. Its not coming along fast but it will be numerical in the sense that scores can be directly compared.
I am hearing rumors and reports that qualitative testing shows the UFB is faster than the PS3/PS4 board.
You’re welcome.
I have never had access to any Brook PCBs other than the Universal Fighting Board, but given Teyah’s data I assume the UFB is dramatically faster, since it convincingly beats PCBs Teyah claims beat the Brook PS3/PS4 Fight Board.
I really wish I were an actual statistician or at least a math professional to give a better explanation, but basically every time you press a button you are at any point in the window (every time a new frame comes along it’s a new window), and the distribution is uniform. Using the same button for both PCBs and the same character, when one PCB’s character hits the other it means its input arrived before the cut-off point and the opponent’s didn’t. A tie means both their inputs arrived in time. Since the probability of being at any given point in the window at the moment of button press is exactly the same as that of being at any other, you can do a frequency experiment over a number of attempts. There certainly is deviance since the number of attempts is finite, but it’s still informative numerical data.
Example: P1 wins 200 times, P2 never wins, both players tie 300 times. Given that there is one single button connected to both PCBs, this means that 40% of the time P1’s input arrived before “it was too late” and P2’s input didn’t. This means that the conditions would have to be such that 40% of the time P1 was fast enough while P2 wasn’t. What would such conditions be? Since the probability of being at any possible point within the window at the moment of pressing the button never changes, this implies that 40% of the time, that is, ~6.67 ms of each window (which lasts for 16.67 ms) there is not enough time for P2’s input to arrive before the cut-off point (the moment the next window starts). If that is so, P1 is ~6.67 ms faster than P2.
UPDATE:
Yes, the modes matter for PCBs with multiple modes. The Brook UFB is much slower in WiiU Pokken Controller mode. As far as the Brook UFB is concerned, Xbox360 mode is slower than XboxOne, which is slower than both PS3 and PS4 modes.
Yes, your proposed way would be awesome and provide absolute measurements, but a methodolody not being downright perfect doesn’t mean it’s not useful. e.g., Teyah’s findings say the PS4 VLXs’ PCB sucks, and it does, immensely.
I have a degree in Mathematics and a minor in Statistics
I agree your method of testing is good for a PS4 vs. PS4 board or XBO vs. XBO. It won’t yield any numerical results though, that’s my point. It will just say PCB A is faster than PCB B. You could by the communicative properly of math say if A > B and B > C then A > C.
The issue I see with your math… you don’t know exactly by how much P1 is beating P2. You just know its winning, losing or tieing. Making an assumption on the time is actually not great because it could be as little as 1F faster or 5F faster. Since frames are dependent on the system, either 30FPS, 60FPS, or 144FPS, or even with v-sync disabled on a PC it could be 200 ish FPS.
Doing it my way would yield precision timing completely devoid of any console hardware or programmed input latency buffers.
Given that it’s a fighting game running at a fixed frame rate of 60 FPS (e.g., USF4, GGXrd), you shouldn’t worry about frame rate for these tests…
The methodology I described doesn’t work for calculating differences greater than one full frame. It might if the game reacted in a special way for each additional scenario (hitting 2 frames ahead, 3 frames ahead, 4 frames ahead, etc…).
Of course, your solution would be excellent, with the one con of not being a “real-world scenario”, which could in theory introduce differences (say one driver is kinda bad), but I’m just being picky this time.
Right. The real world scenario point of it will just show how crappy the USB speeds of the systems are or how poorly coded the games are. At a hardware level though, the true test of these boards, is possible without drivers which in turn is directly relatable to in game situations.
Your method, in my opinion, is good for the rough test only because it assumes a single 1F calculation. While meaningful in the sense that we know the UFB is consistently faster than the Hori FP (not accurate, just an example for relevance). You can’t say its way faster, just that it is. I think with as slow as the VLX is (according to people who complain about it) that could be 3-7 frames slower or something but there’s no accurate way to determine that.