Yes, it’s there. I believe it’s built in. It’s another one of the reasons most characters stand jab is a primary AA option because vs certain characters jump speed it’s pretty much the only way to react in time.
I knew it was bad but Jesus Christ EIGHT frames? 120ms lmfao.
I’ve avoided any connection over 60ms online for as long as I can remember, because over 60ms of lag is “shit” to “total shit” even with GGPO.
I guess everyones on PC or people just have retardedly low standards these days cause this would have been front page news with 50,000 comments in 3 days cursing the day Capcom lived on the SRK of old. The PS4 version would also be completely disqualified from high level play and banned at every tournament.
Let me get this straight. Let me get this fucking straight. Game has 8 frames of input delay OFFLINE on the premier platform for sales, and there isn’t even a goddamned thread dedicated to it, and it took 2 months for what 5 people to speak out about it? Meanwhile the rage quitter thread is going strong with 25 pages. LMFAO. Wow the FGC really has it’s priorities straight :rolleyes: Newsflash: your online virgin points are meaningless and meanwhile the game is basically broken.
Let me get this straight this is the still the same place that shitlisted the Dreamcast port of ST because it had FOUR frames of input delay isn’t it? I can’t. I’m out. I’m fucking DONE. lol
That’s why I’m saying I believe the lag was purposeful. Namco did it with TTT2 and will probably do it on T7. It’s to mask lag spikes online. I understand why people don’t like it, and I don’t like it myself, but I just see it as something else to adapt to.
Input lag isn’t TECHNICALLY a problem with a game unless there’s big discrepancies between versions, or your particular setup has more lag than a tournament standard. As it stands now PC players have to slightly modify their system to eliminate it, so the lag IS the standard. If it’s something everyone has to deal with, then whining about it as the reason why you can’t win is scrub mentality.
according to the test database of displaylag.com the best value regarding input lag on PS4 was reached with GGX and USF4 with 5.3 frames. SF5 in comparison has 7.3 frames. so even if they optimise it, they probably can’t push it under 5 frames.
…it is a problem when you have to defend or punish on reaction to something.
They should be setting the frame data to compensate for the game’s built in input delay. If the cases where it is an obvious problem can be identified they will probably change the frame data.
What can any player do about it? If you want to improve the frame rate then you have to play the PC version with V-sync off to shed 3 frames from the delay. Even if you do that you will still get 8f delay when played online. There’s no way to improve the frame rate on PS4 which is the tourney standard so you’ll end up handicapping yourself in the long run. ST had many other ports that were widely available. We only have SFV on two platforms with the same borked frame rate. Unless Capcom patches it nothing can be done.
On the subject of intentional delay to hide online delay: Maybe, but the game still adds additional 1F lag when playing online according to the data collected. In addition the amount of buffer is unneeded. When you compare the delay of Skullgirls at GGPO 2, which is considered the standard GGPO setting most people would use to make delay/teleporting acceptable, the input delay total is nearly HALF of online SFV.
There is no reason they needed to add the equivalent of something like GGPO 6 to SF4’s inputs when playing online. Especially when there is STILL teleporting going on all over the place, which is the whole point of adding delay at all, so you can smooth over the visual jumps.
What they’ve done is basically force everyone to play street fighter V with a connection equivalent to california -> new york. As well as still face tons of rollbacks even sometimes when facing people nearby. If you look at the video there is still pretty noticeable jumps even on that equivalent connection of CA->NY (100ms), what appears to be ~3F jumps. Plus, it seems, that the rollback code gives ALL of the teleporting to one person instead of splitting the difference, at least from my understanding on the stuff we’ve heard about the alt+tab thing.
If the legacy controllers avoid the additional latency, do they still benefit from the 3 frame buffer? Or is the problem with them dropping inputs down to the fact that they aren’t benefiting from a buffer?
The buffer should remain, that is tied to the move scripts themselves, it needs to be input before the end of the move then it buffers it for the next one. Input delay is just a matter of when the game feeds your input into the game, the buffer SHOULD be after that. However Capcom has handled stuff really weird before so who the hell knows.
They filled the offline game with aritificial input lag to hide the rollbacks and/or online input lag. And even doing that they didnt manage to hide nothing, the rollbacks are insane whenever the connections goes beyond 40ms. And the problem even have some triggers, like Crush Counters and Vtrigger activations. I cant believe how miserably bad they are at coding.
I think now that they inserted the artificial input lag between the player’s inputs and the game. My bet is that the lag doesnt occurs when playing with the PS3->PS4 pad because it was added later in the game’s development and they simply forgot to insert the artificial lag, or implemented it poorly. Dunno. I dont played that much with a native PS4 arcade (I guess I never played with a native PS4 arcade) so Im not sure how different it is, but I guess there are lots of good players who already played on both scenarios. Thats why Im not completely sure about the artificial lag being inserted before the input to reach the game. If thats the case and Capcom forgot to add it to the PS4 PAD/driver, it would to be a lot more noticiable once I believe theres a lot of artificial input lag in this game.
Nothing justifies adding ‘artificial extra input lag’ to OFFLINE play to make online smoother, and the whole idea of doing that is completely absurd. Actually, this whole damn situation is beyond absurd.
How can a big developer be this utterly incompetent? Where the hell are their priorities, if not at minimizing input delay from gameplay? (…of a fast-paced competitive real-time fighting game)
Take a look at this picture and think. Not only does Skullgirls have this tiny amount of lag, it also has the best netcode of these games, allowing you to set the delay yourself (0-1 delay works fine for nearby connections). There’s no excuse for SFV to not be like Skullgirls or MKX too.