![]() With 'eight frames' persisting on everyone's lips and Twitter feeds - and even showing up in places like the Excellent Adventures of Gootecks and Mike Ross, Capcom was seeing a buildup of bad press and word of mouth with their launch of their newest flagship fighting title. These statements made just three months into Street Fighter 5's life illustrate how the game's meta has evolved over the past two-and-a-half years with its offensive focus and 'just do it' attacks like EX-Chariot Tackle that are impossible to react to causing a rift in the player base and became the forefront of issues in the competitive scene. ![]() "When the game is responding late to your inputs, this forces you to develop a play style that is largely dependent on making reads, or predictions about what will happen in the future" "When the game is responding late to your inputs, this forces you to develop a play style that is largely dependent on making reads, or predictions about what will happen in the future." "High latency prevents players from maximizing these areas in their game which ends up drastically affecting the overall meta game," said Adeel "FourWude" Soomro of DisplayLag in 2016 on Street Fighter 5's eight frames of lag. Instead of being able to rely on reactions and whiff punishing, Street Fighter 5 generally rewards predictive and aggressive behavior in a title with moves coming out as quickly as three frames. This may sound like an insignificant amount of time to many, but led to a change in play style for the series. Street Fighter 5 and nearly every fighting game out there runs standard at 60 frames per second which means that eight frames of input lag equals about 130 milliseconds of a delay. This was around double the amount of input delay that was in the Xbox version of Street Fighter 4. ![]() This tale of love and lag began shortly after Street Fighter 5's already rocky launch in 2016 where it was discovered that the title featured around eight frames of input delay from when you'd press a button or motion on the controller and when the game would register it. The issue of input delay has been following the game for almost three years now, so let's look back over the history of Capcom's handling of the situation, how the game has evolved because of it and where it might go if this all turns out well. We won't know how things are going to ultimately shake out with the update, as Capcom themselves were fairly vague about what is changing meaning we should still take their statement with a grain of salt until we can try it for ourselves. If this update gives players what they're hoping for in a two frame-ish reduction in input delay, this moment could prove to be a turning point for Street Fighter 5 going forward and even bring back old players who had abandoned the game for this and related issues / bring in new players looking to try out the hypothetically improved game. One of the game's biggest detractors for its hardcore fanbase has been the higher than normal input delay - and more recently discovered inconsistent delay - that may now be getting fixed hopefully bringing it in line with other major titles including past Street Fighter games. I feel sorry for most of console players who are stuck at 60 hz or playing on average TV displays because you see clearly a benefit of using lower input lag and higher refresh rate BUT SFV kinda sucks (i got missing frame inputs and maybe delay inputs time to time) with higher refresh rate, it should be played at 60 hz for both players.Īnyway, if you have ever tried, you wont go back, if you havent, i advice you to pick the monitor/screen according your usage, playing fighting games on TV while laying on the sofa, its better than sitting on a desk chair in front of a tiny monitor like a robot lol.Capcom announced earlier today that Street Fighter 5 will be receiving a new update on October 23rd which should further reduce input latency in the game and already has many players excited at the prospects of a more responsive Street Fighter. It runs smoother and combo execution wise tend to be easier, the combo which cancel window is tight, i am able to execute more easily on 165 hz than 60 hz. I cant explain it very well but it feels much more responsive at higher refresh rate (then lower response time) although SFV is capped at 60 fps anyway. Its exactly what i ve got with my own monitor I have made similar threads and yes i saw the difference between lower input lag (3 ms) and more input lag (10 ms)
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