You still got some 'splaining to do. The rest of us who have tested have found 1 frame additional lag on PS3 (4 frames lag 360, 5 frames lag PS3).
Are you maybe outputting 1080p from the 360, and 720p from the PS3? SFIV/SSFIV on PS3 is not capable of outputting 1080p.
My testing was done on a CRT monitor at multiple resolutions, and PS3 always lagged 1 frame more.
Edit: Saw your YouTube vid that said 720p. How many times did you do the test? Tell us more about your setup. At each resolution (480p, 720p, 1080p) and input (VGA, HDMI) that I tested, I input the same Ryu st.Jab over 20 times. Results were almost always 4 frames lag from 360, 5 frames lag PS3. Rarely I would see it vary by a frame on either console.
Have you tested using other controllers, like a plugged-in official 360/PS3 pad?
I would not call it ‘official’ at this point, as 3 testers here have each seen 1 frame extra on PS3, while you have seen 2.
It’s more like everyone clearly see 2 frames of difference based on my video. Maybe you count 2 for 1.(sarcasm)
Hypothesis: I used the official stick on both system. At worst, play Soul Calibur IV. This game exactly have one frame of delay & on that game you can’t tell much of a difference. Though on Street Fighter it’s more noticeable.
So I went for it by testing again with SFIV, because that 1 frame didn’t felt right from the beginning. As I mentioned, I used the official stick for both system. No mod have been done. The Camcorder have high shutter speed & the timing press can vary depending of how close your finger his from the stick at 60fps.
The most accurate test I’ve done is from the TN monitor panel which the shutter perfectly sync on both footage & the button press are in order at a shutter speed of 180. No guess, all in order, all 6 first press. 720P HDMI, camcorder & display haven’t been turned off in the process. This represent the actual situation of every player who use the official stick.
There is indeed some mistake I did with the CRT screen due because I set the shutter speed at 350 & the framerate weren’t fully even. Though I carefully watch every frame on the press to keep it sync on the real time by watching every hz of interlacing of the CRT screen(for those who have noticed the 360 side freezing on frame before the press).
On Inaki lunch footage at ??? ??? ??? ??? show his result too of 2 frame as I mentioned but also mesured 1 frame on lag previously when he was in wireless(result you are looking for). Though, wired he got the same 2 frame reeult like I did.
Indeed, I compared his suggestion of 1 frame on his footage, but you can see how the animation flow that feel more like a 2 frames according to his press. The content of the video has been verified by himself & he understood the point of it.(use youtube translator at worst)
[media=youtube]s8pBAIhK7rA[/media]
Doing an average is a mistake & pulling off the worst number is the actual accurate result. My test is based on how the animation flow side by side. Also the animation sync on my screen with the CRT & TN monitor which was the biggest flaw on previous result.
It’s a waste of time to mesure different resolution. Native must be mesured in native situation as an adequate test. Public profile is my interest.
I don’t think it’s that much of a big deal. Hardware is also different for each one of them, but the fact that you can install the entire game on a HDD on the 360 counts more. If that could’ve been done for the PS3 as well I don’t we could’ve had this insignificant difference.
No, you should be using an average. There is nothing that guarantees that the input lag will be a whole number of frames. (You’ll notice the Japanese site you linked to is reporting fractional input lag measurements.) If you measure worst case, it’s the equivalent of just rounding the true value up to a whole number. If the difference was in fact 1.1 frames, then you’d believe it was 2 frames by measuring worst case, which is a significant error.
I think from all of the results so far that the “true” difference is somewhere between 1 and 2 frames. The Japanese site actually put it at 1.7 frames, which seems believable based on what everyone has found.
Not entirely. We need to be aware of any possible extra lag caused by monitor and/or console upscaling. For example, the Asus VH236H AKA “Evo monitor” has a native resolution of 1080p, but a PS3 will only output the game at 720p, so you need to at least be aware that there could be some additional lag caused by the upscaling. However, you are right that it should be a separate issue.
This is news to me. I practice on ps3 and do perfectly fine in arcade but f-up on xbox. And I play rufus so trust me I can feel those 1 frame differences
4.6 is between a frame & 6.3 is also between a frame you see?
Worst number is 5 & 7 accordingly to the worst result frame. So it make 2 frame also on his test on the way I do stuff usually. Though as I demonstrated with my TN monitor on 6 press in order one try the result are all even.
I feel the urge of discuting to fetch that extra one frame & indeed, It’s actually possible to get 1 frame of lag in SSFIV if you live in UK.
Where are the other video data? Why not seek & check out yourself with Yoda.dip.jp video with virtualdub. Who claim the 1 frame of delay & did it with the official stick?
If anyone want to show the PS3 doesn’t delay of 7 frame with the animation fully completed, than show it. >_>
Hmmn I thought you were done testing but I see you have decided to do more. Is there a reason you decided not use the suggestion given to you on how to accurately get a simultaneous button press instead of pressing it manually? Also on the video posted above, how is it that on the left, the inherent lag is at 5frames, I thought both systems had 6 frames of inherent lag. When you added the counter at the top, you decided to put it at the end of the move instead of the start, but on the left the move hadn’t even ended yet. Did you start counting backwards from the ps3 or something?
The resolution of the video & quality is enough to see they are both at the same time. I have high suggestion to use virtualdub to see it clearly frame per frame for yourself & use that tool for other usage too.
As mentioned I used both version in 720P & 480i. I have no consideration of using other resolution. I’m done testing & the end result is 2 frames of difference in my videos shown to wide public(hehe, 50K+).
Since it’s convenient I also tested xbox/ps3 ssf4 using a TE stick dual modded with MC, hdmi output to asus v236H, using a LED as an indicator for the button presses, and captured using a 60 fps camera.
console are tested with 360 TE dual modded with MC, hdmi out to Asus V236H
Emulation are tested on Dell Dimension 9200 2ghz core2duo / ATI 4850 / Asus V236H
Assuming 1 frame is the smallest unit of time the system process information, on arcade CPS2 ST, a throw (no delay move) would come on in 3 frames. i.e. the system still need 2 frames to process the signal, do some computation, etc.
cr. RH takes 4 frames in cps2 because the game’s designer add 1 additional start up frame to grounded normals.
If you compare ps2 CCC2 ST or PS3 HDR (8 frames) to cps2 ST (4 frames), you can see that the former has 4 additional frames of lag (not 8, since move don’t come out in 0 frame or 1 frame)
I don’t know what moves come out fastest on ssf4 so I just repeat the cr. RH test I used for super turbo.
Kinda bumping this, but this is the only thread with actual arcade/PS3/360 info.
This above post says SSF4 360 = arcade < PS3, but I’ve heard a lot of different people perpetuate that 360 is faster than arcade and that PS3 is actually closer. Does anyone know if that’s true or where that rumor started.