The top part of this post details identical speeds and properties between versions tested in 2009. Go to the bottom of this post for actual differences discovered later.
There have been rumblings among some folks in recent months that the PlayStation 3 version of Super Street Fighter II HD Remix is glitched. Having participated in quite a few HDR tourneys on PS3, I’ve noticed nothing different from the Xbox 360 version. I’ve been skeptical of these claims but since I couldn’t say for certain, I decided to test the PS3 and 360 versions out.
First, I would like to note the environment and equipment used. I had 2 monitors side by side: a CRT TV and the Asus LCD monitor used at Evo. For the PS3, I used a 60GB model and for the 360, I used a Jasper Elite. I connected the systems to the CRT through the official composite cables and connected the systems to the LCD via the Elite’s default HDMI cable. I performed control tests by switching TVs and the results were identical so there was no (or undetectably minute) lag. I controlled the PS3 through a HRAP2SA and the 360 through a TE along with official controllers for player 2. I could only do timing tests manually but since 99 seconds was plenty of time for any difference on the 2 monitors to manifest, that wasn’t an issue.
Now, here were my findings after testing both systems under default settings (I didn’t test any other settings) in local versus mode. For each finding, I tested multiple times using different characters and different stages:
- The speed on both systems is absolutely identical at every speed level.
- The PS3 loading time between rounds is faster by a fraction of a second so it always loads the next round just a bit faster than the 360. This means after the first round, the PS3 is ahead of the 360 but by a constant amount until the next round. After 2 rounds, the PS3 is consistently a few ticks ahead on the game timer.
- Stage doesn’t affect the timer speed (nor has it ever affected it in any version of ST). Brazil and Japan (Ryu) end at the exact same time as Spain and India.
- Stage doesn’t affect the game speed or length. Constantly jumping with the same character throughout any stage resulted in the same bounce. Also, using Dhalsim to push Zangief from one corner to the other takes the same amount of time in every stage.
- In-game slowdown doesn’t affect the game timer. Using lag-causing specials such as projectiles followed by laggy normals didn’t make the timer go slower or faster.
- I could consistently reversal out of Ryu’s c.HP on wakeup in either version.
- I could consistently produce a 3-hit rekka ken chain in either version.
- All of the above regarding HD Remix mode also applies to Classic Arcade mode (ST mode). In addition, HDR’s speed is identical to classic’s speed.
- The difference between T1-T2, T2-T3, and T3-T4 is always ~3 timer ticks apiece. The difference between T0 and T1 is a whopping ~16 timer ticks.
So my verdict is that there’s no difference between the 2 versions except that the PS3 has faster loading between rounds.
Now, given that the PS3 and 360 versions appeared to be identical during gameplay, I decided to test out the Dreamcast version of ST (or rather, Super Street Fighter II X for Matching Service), on which HDR was supposedly based. I hooked the DC to the CRT through composite cables and left my PS3 on the LCD. I used an official Agetec arcade stick. And just to make sure I cover everything, I was using a legitimate Japanese copy of X played on a US DC loaded up through the DC-X boot disc. Here were my findings:
- Stage doesn’t affect the timer speed (nor has it ever affected it in any version of ST). Brazil and Japan (Ryu) end at the exact same time as Spain and India.
- Stage doesn’t affect the game speed or length. Constantly jumping with the same character throughout any stage resulted in the same bounce. Also, using Dhalsim to push Zangief from one corner to the other takes the same amount of time in every stage. Someone here had actually mentioned this before as a difference between the arcade version and the DC version and I can now confirm that.
- Even HDR’s max speed of T4 (1 above default) is still a couple ticks slower than the DC version’s T3 (default). And the DC version still has turbo speeds up to T6.
- HDR T3 (default) is a couple of ticks slower than DC T2 (1 below default) but a tick faster than DC T1.
- HDR is a few ticks slower than DC ST at the same turbo level. HDR T3 is slower than DC ST T3, same for T2, same for T1. This is true whether the DC version is set to fixed or free speeds.
- However, HDR T0 is actually the exact same speed as DC ST T0. Different characters, different stages, and induced slowdown made no difference. It seems if the developers did a speed comparison between the DC version and HDR, that was only checked on T0.
My conclusion here (and what most ST players have long commented on) is that HDR is quite a bit slower than the DC version of X. Plus, when you consider that T3 in Japanese X is equivalent to T2 in US ST and that US arcade tourneys have always been one level faster than that (at ST T3), HDR is really slow in comparison. I haven’t checked any of the arcade-to-DC issues yet so I can’t comment on any other aspect of ST accuracy.
Later on, I tried comparing the arcade version of ST to HDR. I used a Sigma AV6000 supergun with the default Sigma 8000TB arcade stick hooked up to a CRT with an S-Video output. On the CPS2 end, I used a US (blue) A board with a US (blue) ST B board. My ST was phoenix’ed but I was using the default US configuration and I left the speed at the default fixed turbo 2. The results were so variant that I couldn’t continue after 2 stages:
- In China, the difference in time was consecutively ~5 timer ticks faster compared to HDR T3 and ~3 ticks faster compared to HDR T4.
- In U.S.S.R., the difference in time was consecutively ~20 timer ticks slower compared to HDR T3 and ~22 ticks slower compared to HDR T4.
I also did some rough tests in U.S.A. (Ken) and found the results similar to those in China. Remember that HDR stage speeds are constant and note that T.Akiba found China 4th fastest and USSR 5th fastest out of 16 stages in his tests on the JP version (T.Akiba’s SF2 Data). Since I’m not sure how to proceed with this disparity of results, I didn’t.
A basic timeline of DC ST’s speed compared to HDR’s speed goes like this (where each “-” represents roughly 1 timer tick difference by the time a round finishes):
HDR T0=DC T0 - - - - - - - - - - - - - - - - HDR T1 - - - HDR T2 - - DC T1 - HDR T3 - - DC T2 - HDR T4 - - DC T3
Hopefully, these tests have shown that the PS3 version is not glitched as has been claimed (beyond the controller issues that also exist in the 360 version and other bugs outside the battles themselves) or even different from the 360 version. The only possibility of a difference that remains untested is input lag. It also shows HDR’s classic mode does not accurately reflect DC ST’s default speed.
At this point, I don’t think it’s worth my checking for more routine input issues and attributing it to the PS3 platform. If folks will recall, similar “imagining” of issues was present when the PS Street Fighter Collection version of ST was played and again when the DC version was used.
If there are very specific circumstances someone saw that produced obvious results, I’ll still test. For simple combo mess-ups, I can only attribute that to unfamiliarity with PS3 controllers, muscle memory from inaccurate online speeds, or just plain human error. I welcome other folks to test for themselves though.
Differences brought up and corroborated by other folks:
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The PS3 version has higher pitched sound effects and voices than the 360 version, esp. noticeable in Chun Li’s voices (credit to skankin garbage).
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The 360 version has 2-3 frames of additional input lag compared to CPS2 ST while the PS3 version has 4 frames of additional input lag compared to CPS2 ST (credit to papasi).