![]() Roughly the same results came when we flipped the script and had Bison walk while Necalli performed each of the various inputs, and although Bison doesn't have quite as precise an independent animation as Necalli's locks provide, DreamKing reported clear hiccups in his movements during the various phases. There was only some slowing during the dashes and slightly more during the 360 motions. While Bison was mashing one or two buttons on repeat we saw the greatest evidence of frame skipping as it seemed nearly constant during this phase of the test. We could see no evidence of lag while Bison was still, but started noticing occasional hiccups on my display during the single input sequence. After a few seconds of this we had Bison perform single button inputs spaced roughly one second apart, then rapid button inputs, then rapid dashes, and finally rapid 360° motions. We first observed Necalli from my PlayStation's point of view as he walked back and forth while Bison did nothing. You don't necessarily have to look at an aspect this precise to see evidence of lag as a character navigates the screen, but it tends to be helpful when performing eye tests. The two small strands of hair that hang in Necalli's face, for instance, have a very fluid bounce to them as the character moves away from his opponent. While performing walking animations, most characters have small, but fluid and predictable movements that can easily give away frame drops as any stutters in these movements are quite apparent. ![]() Lag tends to manifest asymmetrically for each player involved in a match, and so we both captured video clips to compare. Bison from his PS4 Pro in Southern California while I played Necalli from my PS4 in Arizona, a distance of just under 500 miles. Rollback isnt the issue, its just your opinion if you dont like it but Fighting games with the best rated online experience utilizes rollback.Steven "DreamKing" Chavez and I set up an SF5 battle lounge and proceeded to perform a series of specific maneuvers to see if any could be identified as main lag culprits. Regardless, here's an example : vsync isnt the issue because usf4 for 360 had vsync and the response was 5 frames (which is adequate). Turning off vsync through your gpu will do nothing becuase it not on through there, its on and locked in the game files. You don't turn off vsync through your gpu control panel with this game, its through the Engine.ini (which doesnt seem to change much anyway). And now you post with misinformation and clearly no grasp of the subject. Your 8 frames of lag is caused by a feature that is not recommended for fighting games to begin with, and can be turned off by just going to the nivida/amd control panel. So again, this is a ridiculous statement. The problem is the rollback, which has nothing to do with input lag. That's never been the issue with the netcode just based on feel from players who are pros. Second, literally every player, both casually, and competitively have not complained about input delay regarding this game whatsoever. off, that result came about when testing the game with vsync on, which is probably the dumbest thing setting to leave on if you're playing a fighting game in general. Rather than criticize and insult like a child How about you educate your self or do your own research and testing to prove other wise. Stop derailing threads and find something else better to do. Originally posted by Inquinox:You have yet to provide any valid input or a counter arguement. ![]() ![]() You're ♥♥♥♥♥♥♥ insane if you think this game has 8 ♥♥♥♥♥♥♥♥ frames of input delay.
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