I’m using nVidia, and I used amd before (my 560ti is 3 months old).
Just turn on Triple Buffering on the nV control panel.
Or download D3DOverrider, add your sf4 executable to the table and keep d3doverrider running while playing.
There’s always input lag. Without triple buffering it’s just worse.
Triple buffering forced through D3Doverrider increases input lag because it’s a DirectX implementation: frames are queued but not discarded. It makes the motions on the screen smoother though.
Triple buffering is also kinda useless if your system is able to mantain 60fps as a minimum, and in the case of SSF4, it should.
Limiting the FPS to 62 with Afterburner helps much more, just try it.
According to the steamforums, everyone was happy as soon as they forced triple buffering either through nVidia Control Panel or D3DOverrider.
They claimed: no input lag.
I won’t even touch this subject anymore. Just swapped my sanwa for seimitsu, was fooling around on the PS3 for a few hours, jumped on the PC, and it’s smooth as butter.
there’s a program out there called dxtory. it includes a ‘frame limiter’, which i’ve found very helpful with eliminating input lag in most games. for some reason limiting the number of frames to just below your refresh rate seems to get rid of any frame buffering which might be going on. I set my max frames for 58 (on a 60hz lcd), and it makes a noticeable difference. I pretty much leave dxtory on all the time. It’s great for schmups, fighting games, fps’s, and pretty much everything. Input lag was driving me crazy for years until I discovered this program. With some games it makes a greater difference than others. I just thought folks here should hear about it.
edit: this implies that vsync is set to ‘on’ in most games. limiting the frames helps decrease vsync lag.
i just turn vsync off. A little bit of tearing, but now it is OK. Turning Vsync on while playing Yun is like having 2 sandbags of 100kg tied to you foot, esp when you dive kick
And also, I tried to turn Tripple buffering on, it just got worse
I also experienced difficulty in doing 1-frame links with VSync on… its not accurate to the arcade version at all.
Example, Ryu combo, cr.MP, cr.MP, Cr.HK with Vsync it is very difficult to connect the last cr.HK. Try it with VSync off and it becomes very easy like the arcade and console should be.
Also Ryu, SPS, cr.HP, SRK… another basic combo that becomes like your playing underwater.
Vsync off and FIXED frame rate = Must. I got a friend who send me a video that he can Link Cr.MP (+5) with Cr.HK (Start 7). I thought it was Vsync problem until he told me that he used Smooth frame rate…
Also, if anyone want to have a good experience without input lag, please buy a CRT monitor. I dont know why people dont use CRT for Fighting games, they have like 0 display delay and you dont need to worry about Vsync or anything. I used to have a 24’ CRT back in the days and it rocks
a tad off topic but does anyone know a way to lower ping?
i had around 15-25 ping and everything was butta.
nowadays i have 45-55 and everything including playing yt vids is slow/laggy as fuck.
my download/upload speeds are still the same even if my ping has changed.
I finally got the game working and this is definitely noticeable. Nothing in the graphics settings seems to help. I have a PS3 hooked into the same TV via HDMI and it doesn’t feel this laggy. It really screwed with me today. Any tips?
Any framerate & temperature monitor programs turned off? Like EVGA Precision/MSI Afterburner/RivaTuner for example. I found out that if you turn EVGA on, you always get around 58-59 frames. Turn it off and it become smoother, but still a bit laggy. Only when I go to Task manager to turn off RTSS.exe (the process to monitor your framerate and stuff), the game suddenly back to it designed speed, fast and steady.
That’s actually wrong. Triple buffering is meant to REDUCE input lag and that is exactly what it does. Triple buffering is meant to make you able to use V-sync without the obvious disadvantages.
Dude I read that article and many others. If you read between comments you will also discover what I said, that the proper implementation of triple buffering is currently only available in OpenGL. That implementation allows the frame buffer to discard outdated frames. In DirectX, instead, frames cannot be discarded, so they are queued. Queueing older frames is what generates input lag.
To sum it up, it is useful to use TB in Directx just when the FPS generally drop below the refresh rate value (60, 120); that helps with smoothness. In case FPS are always above that limit, it’s recommended to keep double buffering and eventually limit the FPS to a value close to 60.