Built in input lag?

I feel it since the first time I played the game. It seems slower to respond to the inputs than SF4. Did anyone run a test with a LED light connected to a buttom in the controller or something like that? Im curious to check if its really the case. It seems very reasonable to me to think they implemented it in order to remove part of it in online matchs, making the online delay less perceptive. Its a horrible way to deal with online lag in my opinion by the way.

It would make sense tbh. Rollback code works better with slower moves so that they can rollback during the moves and yet still have the move come out on the correct frame. But streetfighter with 3 frame jabs and dps kinda upsets this in certain ways (so 2 frames of offline input lag to Be put into online as well to make for a “buffer period” makes sense as it makes jabs 5 frame moves instead of 3 frames.

I’m not saying that’s what they did or if there is actually any actual input delay there, just saying that it would make sense from my perspective.

It felt weird to me coming from 3S at first.
But that could just be the animations being more fluid and less rigid like 2D sprites are.

I did wonder this myself though, if they added a little bit by default and built the game around having that extra amount so that the online experience was more in line with offline.

Isn’t that what Harada did with the last couple of Tekken games?

Yep.

It would make sense as to why the game feels sluggish.

I also noticed this since I first played it, and believe it’s most likely true. It makes perfect sense why they’d do it, but I don’t know how I feel about it persisting offline.

This is interesting, I just chalked it up to the “always online” in the beta and never really second guessed it.

This. If you were playing in trainig mode during the beta and then play offline there’s definitely a difference due to it always being online.

Im still looking for somebody to run such test, sadly i have none of the needed equipment.

https://www.youtube.com/watch?v=kYCW0Dfixv4&feature=youtu.be

Basically, Capcom inserted a ton of input lag in its game probably in order to hide the online lag better. Thats why we have poor footsies in this game: due the lack of ability from capcom to program the netcode better.

The video makes things confusion at times but its easy to nitpick the information we want, and its also easy to understand why we cant do what he suggests and to force the Vsync off: we will have to deal with it in the tournaments (PS4) and we need to train with the same configuration we are going to compete.

Now Im curious about the windowed mode of the game in PC. If it turns the V-sync off or not if your desktop’s v-sync is set to off.

For PS4, it’s probably a side effect of all the effects and background processes from the game and OS. Both versions could be optimized better, the loading can sometimes take a while on both platforms.

Shame the guy didn’t test the console version of SFV, but I bet it feels the same as PC with vsync on.

Fuck, there’s been so many instances of “I’m pretty sure I blocked that in time but I’m old so maybe not”. Suing capcom for making me feel old, brb.

I wouldn’t be surprsied. I’m going to keep saying this, but, whether vsync is on or off (PC player here) PC feels way more responsive to me than ps4 does

To me the PS4 version seems more responsive, but then again DS4Windows might be adding some additional input lag in the PC version.

Is this why it is so hard to reaction block dhalsim teleport into Fierce punch and nash v trigger?

Since the beginning I’ve found it hard to react to random shit in this game, much more than in IV. I don’t want to fall in the scrub trap and just blame the game for everything but it does add up:

  • 9 frames delay in the game
  • I get about 60ms ping at best even with people close to me. I believe this will translate to rollbacks of about 2 frames. This isn’t input delay but the rollbacks will make it harder to react to stuff.
  • Then there’s x360ce which I’m not sure how much it adds, but let’s say 1 frame.

That’s 12 frames that are moot when it comes to reacting to stuff. That means for the sole purpose of blocking or punishing on reaction, EX Hadoken has -1 frame of startup.

Ryu is throwing fireballs from the past.

Disregarding online play. Offline it feels laggy, it feels stiff. The arcade we play uses BenQ, there’s lag beyond the half frame that those displays add. I’ve used PC monitors I’ve used laptops, it’s stiff compared to other fighting games, it’s stiff compared to anything really, and I don’t like it. One of the issues that needs addressed.

I noticed this as well to an extent. Ive played(offline & online)on my friends new pc he’s recently built and its a considerbly smoother more enjoyable experience compared to ps4 on a good monitor with optimum connection settings. I noticed I’m getting hit by cross ups and other silly little things i don’t when on his pc or offline on ps4. It feels like ive never played a fighting game before when on ps4. My inputs, execution and reactions are cut in half it seems, quite frustrating i will say.