New discovery: Xbox 360 version of sf4 series has different timing from arcade/ps3/pc

emulation is only for the JVS IO to PC controls right?
perhaps the most critical part

The topic has gotten enough interest overall compared to most threads, and it is an important factor whether people want to ignore it or not. As for me ignoring people mentioning that I’m emulating a part of the arcade hardware, I have already discussed this issue in my video and in a few of my posts I belive. If I had a vewlix cabinet just laying around I would grab it and show everyone that it’s the exact same result but unfortunately I do not. I am a computer science major though (still in school) and I assure you that their is absolutely no reason to believe a simple emulation of the control io mechanism would cause input delay. If it was to screw up anything it would most likely be the polling rate of input which is less than 1 frame so again their would be no difference.

If the emulated control io board was causing lag then what are the chances that it just happens to match the ps3 and PC versions EXACTLY. Another good question would be why does the official pc version have the exact same timing as the ps3 version? The pc architecture is exactly the same as the arcade so there is no reason for it to suffer from input delay except from vsync which is also present in the arcade version, so again we would have the same result which is what the video data supports.

Technically you could argue that the emulated io board could create different input timing from the arcade but none of the data supports that as being the case and from a technical standpoint that is extremely unlikley. All the data does line up the way it should to show that the ps3/arcade/pc versions run at the same input timing and the 360 version does not due to lack of proper vsync. If you want to be stubborn and insist on testing with a physical arcade io board then fine but until somebody does that and shows a different input timing on the same monitor (they wont) this is the best analysis and makes the most sense.

…Aaaaand at the end of the day the majority of players/scenes will still be playing tournaments on the 360 until this game is officially dead.

I understand that it’s probably too late and too far into this games lifespan for people to change now (really wish I had done this years ago) but people deserve to know the truth that the Xbox version does not match the other versions input timing. Its a shame because every other version (ps3, arcade, pc) matches perfectly and it puts those players at a disadvantage.

When you get around to scientifically proving that PS3, arcade, and PC timings are exactly the same, I’m sure everyone would be glad to know.

I’ve already done this in my video and I’ve explained my methodology thoroughly. If someone has more facts, data, or a better explanation I’d be glad to hear it.

You’ve done no such thing, as you do not have an Ultra SF4 arcade machine, nor do you have Ultra SF4 for PC. Until you do, and do the proper testing, nothing you say is proven factual.

I have proven what I have said beyond reasonable doubt and have connected the dots with explanations, if you choose to remain unconvinced then that’s your right.

No, you actually haven’t proven anything, and anything you say is basically hot air at this point. It may turn out to be true that PC, PS3, and arcade all have the same exact timings, and 360 is different, but you unequivocally have not proven this, and people need to be made aware before they start spouting what you say as fact.

I’m sorry but have I done something to you that I’m not aware of? You’ve been hounding me since I started this thread about everything I say being false or “hot air” and have already had many of your posts deleted by mods. I get it, you won’t accept anything I say or demonstrate, no matter what, unless I show a full arcade cabinet running ultra in my office which isn’t going to happen anytime soon. I will no longer be responding to your posts.

I’ve been hounding you because what you’re doing is potentially harmful to the scene, because of the fact that you have no possible way to verify your claims, and your testing is absolutely, undeniably illegitimate.

It’s funny because the initial transition was from PS3 to 360, I think. (I’ll admit that 360 has a much better online experience for SF though)

As far as being at disadvantage goes, I don’t think it’s enough of one that’ll convince people to change the standard yet again. Being the minority now, means those players will have to take the L for that, but it doesn’t mean they can’t prep. T.O’s state the console that a particular game will be on well in advance, so players know what they’re getting into before they register. How they choose to deal with adjusting is on them. I play on both and most of my timing is internal at this point, so switching between consoles and getting used to it doesn’t take more than a match or two imo.

@Seph‌

You’re right. I know you’re right. You know you’re right. Anyone who’s not in denial knows with 90%+ confidence that you’re right. The chances of the quasi emulated arcade version being identical to PC/PS3 and the actual arcade cabinet not being the same is very low, and is an unreasonable claim to invalidate your testing.

I think you already know why this is, but you’re trying to maintain your professionalism in your responses, so I’ll help you out.

The <certain game system> users will grasp at straws so that something serious like this doesn’t gain traction and upset the landscape.

Either way, thanks for your efforts and bringing this to light.

When SF4 first arrived, one could claim that there was parity between the initial hardware and the console and pc versions.

but PS3 and Xbox360 remained unchanged all those years. Internet technology improved. USF4 runs on updated arcade hardware and modems and only the PC version can keep up with this.
So unless they release the game on XB1 or PS4, developers will struggle even more to squeeze the game to PS3 and Xbox360, rather than maintain a faithfull port. The PC version thanks to user community can overcome this issue with various game tweaks.

best thing would be for Microsoft to finish the online subscription model for Xbox360 and transfer it over to the XB1. they earned what they could.

Read em and weep, OP

very interesting, however, there are some flaws in your teste

firs you didnt show Xbox footage, why ? did you really played the Xbox version ?

i tried the TTX2 version and it has buggy controls ( diagonal up forward / backward dosnt work correctly for example ) and the controls input are actually emulated

i play on PC and Xbox ( offline every week with friends ) i can tell you that am 100% sure that PC with Vsync off has way less input lag than Xbox , anyone with decent execution will feel that when switching from PC to Xbox , put Vysnc off, try some combos, switch to Xbox and do the same thing

even if assuming the TTX2 arcade version input lag is correct, if anything i would say that it match Xbox version from what i felt

Weep about what? This isn’t some fan boy theory I’m trying to prove to fight with people, I’m honestly trying to nail down with precision the exact difference between versions and I’m starting to get sick of over half the responses just turning this into some stupid console war ego discussion that’s more about proving me wrong then figuring out what’s going on. While Daigo is one of the best players in the world (possibly the best), that doesn’t mean that he is an expert on the technical aspects. There were claims that the Xbox he played John Choi on was lagging severely but the way he dropped combos in the videos matches more with what I’m saying in that the Xbox is too fast. Could there have been a translation error confusing input timing with input lag?

If the Xbox was lagging then the combos moves should have still come out (they didn’t) and have just been blocked, missed, or interupted. Instead they don’t come out at all which is what happens when you press buttons too soon which matches perfectly with the theory of xbox being faster than the arcade version.

Which explains why the PS3 & 360 versions of Ultra Street Fighter IV doesn’t look so hot graphically, etc. compared to the Arcade & PC versions & why Capcom had to downgrade the visuals, etc. in order for the game to run properly on PS3 & 360.

Unlike the Arcade versions of the Original SF IV, & SSFIV: Arcade Edition which ran from Taito Type x2 hardware, the Arcade version of USF IV runs off of Taito Type x3 hardware.

Heck, one of the minimal requirements for Taito Type x3 requires 2 GB’s of DDR3 RAM, which neither PS3 or 360 has.

There’s more info about Taito type x3 here, & here.

This is a much better example of the kind of discussion and counterpoints I am looking for. Thanks for looking into things yourself and letting me know specific points where you think I might be wrong.

I did not play the actual xbox version during my test but relied on the common knowledge that the 360 runs 2 frames faster than ps3 (there are a few videos online) which matches perfectly with the pc with v sync turned off. Also pc with vsync off matches the feeling I have when I’ve played 360. Is it possible you play your 360 on a monitor that is lagging more then what you play your pc on?

I am aware of the wonky diagonals on the control box emulation but I don’t see anything indicating any kind of input lag. Why would it happen to match perfectly with pc (v sync on)and ps3? Going off what you felt is not enough for a good analysis. Frame by frame footage shows a perfect match between ps3 , pc (v sync on) , and arcade. I am willing to conduct further tests in the future to get to the bottom of this but as it stands the 360 doesn’t look to match the other versions, at least not in frame by frame analysis. I know everyone is screaming left and right that the ps3 lags but I don’t see it in actual tests. If someone made a video of their own or told me conditions to replicate it, that would help.