It’s a shame that such a popular game has such a flaw and it’s been there since the launch apparently.
Street fighter 3 pc input delay Pc#
I know that on PC an additional frame of lag between the input system and the game engine (to have the same experience offline and online I’m guessing), but this is another level of absurdity.
Street fighter 3 pc input delay pro#
I’d like to remind the reader that I’m running a PS4 Pro here and I’m on the training stage, so there is nothing laggy (also I can clearly see that no frame is dropped using Cammy’s hair or other little animations).įinally: I have no idea on why this happens. This instability also explains why people have found completely different results (I’m thinking about iBananaKiller on reddit and obviously DisplayLag). I’ll eventually ask him to do random tests to confirm this. That’s why I can get variations for a specific timing while he is potentially stuck in a specific part of the period. The game/add-on was released in June 2014. In his protocol, he tests all the timings sequentially. It was later released as a standalone game for the Xbox 360, PlayStation 3 for 39.99, and for PC for 29.99.
That explains the weird results that noodalls obtained. This phenomenon is not observed for SF30AC so the issue is not the same.
I have reproduced a similar shape on all my tests. PC version was set to stock settings at 60hz, no modifications to V-Sync. The period is about 1 minute wide (the x-axis is in frames). I decided to go back and redo my Street Fighter 5 input lag tests for PS4 and PC, this time with an average of 50 inputs. We can now see some kind of periodicity of the results with the sequence of three steps. The game featured everything that was already present in Super Street Fighter IV but with a few new. Where does it comes from then? If you plot the frame number over test time, you get the following chart Ultra Street Fighter IV originally hit the market back in 2014 for the Xbox 360, PS3, and PC. Note: I get exactly the same results with the PS360+ in legacy mode. Trust me I’ve tested this 3 or 4 times and everytime I get the columns 5, 6 and 7 filled with results. What the f*ck is this 40% stability with the highest lag of the 14 games I’ve tested… Let’s look at the report card:Īlright, you remember SF30AC results? It’s the same here, but worst. If fighting game devs using the engine could band together to reach out to Epic, that could lead to great improvements all around, if this is a fixable issue, which most programming issues are.
Alright, let’s talk about the elephant in the room now. These clients are still impressive to this day because they minimized input lag by incorporating rollback netcode (now seen in Street Fighter V) and kept frame. This is interesting, because that implies that, theoretically, without that extra input delay introduced by the engine, SFV would sit at 2.5 frames of delay, which would actually be great.