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Street Fighter V has the worst input delay (proof inside)


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So YouTuber Battle(non)sense did some testing with online lag and input delay with 4 of the more popular current fighting games with online play with various netcodes: 

  • Street Fighter V
  • Street Fighter IV
  • MKX
  • Skullgirls

He discovered that SFV has the worst input delay by a large margin. Even in an offline 1 on 1 setting on the same console/PC it still has HUGE input delay in comparison to its predecessors.  Pretty interesting watch realizing how each game does things differently. Also lol @ MKX being near flawless offline and jumping to shit online. While not incredibly decisive in regards to when a match is shit or perfect regardless of what's on screen given that its only milliseconds apart, with the right (or wrong in this case) combination of hardware, internet connection (you or your opponent) and in-game delay, it can be pretty bad. 

 

https://www.youtube.com/watch?v=kYCW0Dfixv4

 

Looks like DSP's complaints about the input lag are not totally unfounded (although as we know he complains about it a LOT). Hell the delay he is experiencing might even just be the delay with his current TV rather than online itself.  

Edited by DML897
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23 minutes ago, Phil said:

This is not surprising, at all. The developers of SFV had far less money/resources to work with due to Capcom's financial issues. Interesting to see concrete proof.

What surprised me was the delay in the OFFLINE experience. I haven't had a chance to go to a local tournament yet so I don't have much offline experience. My 1 on 1 experience has been strictly online, much like yours. So it was kind of shocking to me that it was like this. I expected it to be much more like MKX where it shows really good response time offline but god awful responses online. 

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  • 3 years later...
8 hours ago, Snoutfoot said:

We all know lag can be a serious issue at times in SF V but it’s not like Phil doesn’t benefit from the lag as much as it hinders him. Phil would be doing a lot of us some serious fan service by including SF V in his “Friday Night Street Fight” streams once in a while. 

Maybe he benefits from it if the other person cannot get the moves out, but I think it would be more fun/competitive if both can get the moves out, and the best wins. Of course with the technology used, that's not happening because of inevitable input-delay, and the fact that for some reason "Street Fighter V" excels at having great lag/delay, (apparently offline as well), gives Phil somewhat of a justified excuse to avoid this game.

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52 minutes ago, MoraMoria said:

Maybe he benefits from it if the other person cannot get the moves out, but I think it would be more fun/competitive if both can get the moves out, and the best wins. Of course with the technology used, that's not happening because of inevitable input-delay, and the fact that for some reason "Street Fighter V" excels at having great lag/delay, (apparently offline as well), gives Phil somewhat of a justified excuse to avoid this game.

Capcom SF devs = certified tractors

With the upcoming megaman streams we might be able to confirm that in fact all of the Capcom dev teams are tractors

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The input lag "both offline and online," could have been intentionally hard coded that way deliberately. But could also be the result of how UE4 is coded, or how SF5 is coded, or a combination of both coding, causing problems and conflicts with each other. That also applies to the way they code their netcode too. Another thing, Unreal Engine has always been known to be a bit slow, and resource heavy. But to be honest, all of these commercial game engines, have their bugs and glitches, and fair share of problems too, moreso due to the way they are coded, or due to bad coding practices, used by the programmers who build these game engines. The same goes for free game engines too.

Edited by musicboy
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