![]() I’m not sure if this is just an unreal engine 4 quirk or not.ĭisplaylag have updated their results again. In Tekken 7 it can appear before or on the first frame of animation. in Tekken for the last 5 games, probabably all the way back to Tekken 3 the command would appear one frame before the animation begins. But, in SFV and now Tekken 7, there is variation. I assumed I could use this for all games. In most games there is a consistent relationship between when the command appears and when the animation begins. Learning this, I went with his standing medium punch, which animates clearly and consistently on the first frame.Īnother thing that comes up is command history. It seems to blend depending on what part of the neutral stance Ryu was in, and seems to sometimes even skip the animation until the 2nd frame. I struggled with SFV for a long time using standing jab (my go to attack as it tends to animate the fastest) as often the animation on the first frame is not the same. Move selection is not mentioned but is quite important in checking input lag. Turns out the move I was using (Pai standing P) was a frame slower in VF5FS. My point was, I haven’t mixed and matched results here.īut, for the longest time, I thought FS was a frame slower than Vanilla. Essentially I waited until I worked out a lot of the flaws before starting this thread as a clean break. So, everything on this thread is by the same method, whereas the results there were from an earlier way of testing. That said, there are some variations in your own past results, namely VF5:FS. To me it looks like some results are new but others old, and all have been rounded down (never up) to the nearest frame. 1F different, and others are 1.3F different. So comparing old results to new results, some are just. Some of the difference probably comes from the rounding, but some I don’t think does. However, when you look at his current database, it appears there are results mixed together from old and new tests. Presumably the XIM4 converter was adding a frame of lag then? So his results used to be fairly consistently 30ms slower than mine, now they are much closer to 1F. When I compared the UMVC3 results.Īnd if we compare the most recent MVCI PS4 88ms vs 102 ms (14ms difference) More recently, he has started testing with a LED and Brook UFB (same as me). Now, at this time he was using the XIM4 converter with a keyboard. I don’t know why this one was the odd one out, as I’ve gone back and I get the same result. The only one significantly different was Killer Instinct 81 vs 64ms (16ms). To mine, they seem to differ by a quite consistent amount on PS4. In any event, if you compare his previous results I’ve actually reached out on twitter/facebook before but never heard back. I’ve spent some time comparing my results to ’s results. That would put the XBONE version of T7 at 117ms (7f) of input lag. That would likely make PS4 version of T7 have about 133ms (8f) input lag in that range of error (128ms to 148ms). Also there was a 8ms (BBCPE) to 28ms (SFV) discrepancy between PS4 results of and those of Noodalls.
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |