I tried swapping players and had the same results. It was just really weird how it was the distance that was the variable and caused different results on who won out.
My hypothesis is that one pcb has its kick activate before the other, but because the distance is too far to hit the opponent it misses. The other pcb now has kick activating and it hits the opponents hitbox because their kick made them come closer.
If someone with more technical knowledge about how the game works (like hitboxes, active frames), that would be cool. I just find it funny how this “lag” actually can cause a benefit.
This has more to do with Guilty Gear’s game mechanics. Depends on which attack you used, whether it was close slash, far slash, heavy slash, 2K, etc. And depends on which characters. Depending on where hitboxes overlap, they will either counter-hit or simply Clash, which is when both attacks cancel each other. When a Clash takes place, you can act again immediately. There is also a random chance when two attacks Clash that DANGER TIME happens, and in that time every attack becomes a Moral Counter.
Sol’s K attack hits twice up close, and only once from far away. At its furthest, it will clash with a similar attack.
So, when will we have the inpunt lag test for the TE2+ and TES+ ? I Bought the TES+, now I hope its much better than the RAP4 KAI and maybe better than the TE2 ps4.
TE2+ and TES+ use the same PCB ? no difference between them inside ? Thanks
Only time I see people mention this thread other than quoting it, is the continuous demands for more testing. I am sure his PM box is flooded with asinine requests.
Testing sticks are nether easy or cheap, its very time consuming and tedious. And god forbid anyone else does any test other than Teyah, “oh its not Teyah testing, I don’t want to hear it”.
You guys want results so bad, do it yourself. Or crowd fund some proper tools like an oscilloscope and a logic tester and have one of the more tech savvy guys do it.
Seriously, I can imagine it the fact his PM box gets assaulted and the demands he gets for tests that keeps Teyah away and not the fact that half of tech talk wishes this thread gone.
I wanted to duplicate his experiment to either back up his results or disprove them. When I encountered the character counter hitting more than the other had swapped due to distance I had to put a hold on it. I’ll have to learn more about how the game works before I can continue the experiment.
What occurred means to me is either there are issues trying to measure relative lag from one pcb to another in game or that lag is not 100% bad.
In any case, until more extensive and rigorous tests are done all the results Teyah has shown only prove that for z game with y and x pcb doing w move with v character at u distance will result in y having more counter hits.
If people had taken Teyah’s results with a grain of salt then I’m sure most of the people who have been shitting on this thread would , well, not have been so upset and vocal about it. However, that isn’t how people took his results. They took it as a matter of fact. When you make such important claims then you better make sure your proof is undeniable. The fact that there are so many more variables and NOONE else bothered to duplicate his experiments should be an indicator to not rely
100% on his results. So much so that you should not go the distance of gutting a stick just to replace it with a different one.
I honestly don’t give a shit if one pcb lags more than the other. What I do care about is how the experiment is handled to prove it. I also care about how you understand what the results really mean and how much they realisticly affect you.
This thread has me pretty interest of how to actually setup a reliable test for this. So far it seems that Teyah’s way of testing would only tell you if one pcb is faster than another pcb. What bothers me about this is that you do not exactly know individual speed of a pcb. This is why on Teyah’s data table the fasted pcb is set to 0.00ms and used a base. So then what would be a way to test an individual pcb and not a pair of pcb’s to actually find out how fast it takes a pcb to process a button press and send it out on the data line like a usb/rj45/etc… Would you use an oscilloscope or is there a kind of circuit you can setup to measure it? I am not an EE or anything so a way of configuring that is lost upon me. If I wanted to create a test for this though, where would I start?
The only way i could think off to accurately measure lag is to have your pcb usb connected to a pc, and have that pc control a relais or something that would perform the buttonpress, and write a piece of code that triggers the relais then measures time untill usb buttonpress comes in. But then you could only do that on a console if it is hacked i guess.
I’ve literally been writing this since this thread started. Even nicely at one point! After a while, I just said fuck it and have more fun trolling.
This test is not scientifically accurate at all. As you stated, and as I’ve stated before, all it tests for is x, y, z, on system a over a huge chain of variables that we have no control over. Plus, in normal human play, no two players will ever press a button at the same time down to the millisecond. Why this point is ignored is beyond me, but the only time a faster PCB really matters is in that situation. Otherwise, everything is a variable. Player A reacts faster than player B. Player B’s PCB is a little faster, Player A’s press was at the end of the frame, Player B’s was at the start of the frame…
I’m more than willing to test PCBs if someone wants to donate the proper equipment and PCBs to do so. I tried to get people interested in sending @undamned a stock of PCBs so he could test them, raw, down to the millisecond, on his setup that he scientifically tested the PS360+ with.
No one was interested, instead, they wanted to complain about PCB lag, everyone swears up and down they can “feel” it, and bitch about PCBs and then gut perfectly good sticks to put in Paewangs because walking vs flying.
Logic tester plus oscilloscope. Undamned did something similar or identical way back when people were upset the PS360+ “had over a frame of lag in xbox mode” when his results were on average, less than half a frame. But nope, everyone swears they can “feel” the lag.
So when I do it, it’s “don’t do that” , but you are okay.
This is my biggest gripe with this thread, the Paewang PCB is not a reliable PCB at all. I know so many modders who build or mod sticks with a Paewang PCB that got sticks sent back to then for repairs.
And when I brought this up everyone who supports this thread wants to shoot me down as “I didn’t know what I was saying” and lag is the only thing that matters and not if a board would die on you mid match, perhaps even in the middle of a tournament. Hence if it was me this thread would just been locked.
There were people who could have done a similar thread long ago, but due to too many uncontrollable variables they didn’t bother. Plus many felt it just spawn the witch hunt we have now.
Which is extremely difficult to notice. It is like if I slide a single frame of porn into lets say Disney’s Snow White (Yes its a scene in the Fight Club movie).
Most people would not even going to notice, and were talking 24 fps. Maybe those few who have very sharp perception, mostly are the very young.
With Street Fighter were talking about 60 fps; it just not possible to notice, human psychology and physiology gets in the way.
You’re supposed to scold me and tell me to not touch the poop, lol.
I’m just glad to see this thread get somewhat onto something more scientific. I don’t mind joining in on that part of the conversation. Still, I shouldn’t touch the poop