Noodalls input lag testing (unique method - games/controllers/etc) (DBZF X1 Beta MVCI PS4 added)

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Comments

  • NeverYouMindNeverYouMind Joined: Posts: 786
    I get that PC testing is a pain for you with all the extra steps you go through. I read an old topic with more information on your testing methods and I know that it is very time consuming and is a labor of love. It is indeed very difficult to compare results between different methodologies, especially when they are poorly documented or filled with inconsistencies. I am just trying to find a middle ground between a limited set of results. Thank you for providing more information on input lag, there are very few sources remaining.

    That said, there are some variations in your own past results, namely VF5:FS.
    http://forums.shoryuken.com/discussion/209329/input-lag-for-different-games
  • noodallsnoodalls Joined: Posts: 414
    That said, there are some variations in your own past results, namely VF5:FS.
    http://forums.shoryuken.com/discussion/209329/input-lag-for-different-games

    This one is interesting. So, everything on this thread is by the same method, whereas the results there were from an earlier way of testing. Essentially I waited until I worked out a lot of the flaws before starting this thread as a clean break. My point was, I haven't mixed and matched results here.

    But, for the longest time, I thought FS was a frame slower than Vanilla. Turns out the move I was using (Pai standing P) was a frame slower in VF5FS. Move selection is not mentioned but is quite important in checking input lag. 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. 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. Learning this, I went with his standing medium punch, which animates clearly and consistently on the first frame.

    Another thing that comes up is command history. In most games there is a consistent relationship between when the command appears and when the animation begins. I assumed I could use this for all games. But, in SFV and now Tekken 7, there is variation. E.g. 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. In Tekken 7 it can appear before or on the first frame of animation. I'm not sure if this is just an unreal engine 4 quirk or not.

  • NeverYouMindNeverYouMind Joined: Posts: 786
    edited June 15
    It is interesting that there are so many of these small variations. However, for whatever reason, Final Showdown feels slow to me to this day. I know they added startup to throws and other things, however the biggest discrepancy I have found was trying to do standing block after a blocked 2P. It feels really awkward as 2P was such an important part of Virtua Fighter and in combination with other additions it definitely makes the game feel heavier to control relative to other installments.
  • noodallsnoodalls Joined: Posts: 414
    Displaylag have updated their results again. To now compare (difference in brackets).

    GGXRD PS4 58.7 vs 70 (12ms, note I tested Rev2 while they tested Xrd, I haven't retested Xrd but on previous tests it was the same as Rev 1/2)
    USF4 PS4 59.1 vs 75 (15ms)
    UMVC3 X360 64.4ms vs 77ms (13ms)
    Injustice 2 PS4 91ms vs 92.4ms (2ms!)
    MKXL PS4 75 vs 90ms (15ms)
    DOA5LR PS4 75 vs 90ms (15ms)
    KOFXIV 76.5ms vs 93ms (16.5ms)
    TTT2 PS3 94 vs 100ms (6ms!)
    SFV PS4 88.6ms vs 100ms (11ms)
    UMVC3 PS4 89.1 vs 100ms (11ms)
    MVCI PS4 88.8ms vs 102ms (13ms)
    T7 PS4 120ms vs 128ms (8ms)

    So now our results differ by between half to one whole frame (with Injustice 2 as a pretty big outlier.)

    One thing that I had thought about, given that the screen updates from the top to the bottom, the different move used could potentially affect the result. For example, if you are looking at an animation change at the top of the screen, such as the life bar, it will occur almost 16ms ahead of an animation change at the bottom. And I'm not sure about video recording for the lighting up of the button, but I wonder if a similar issue may occur depending on whether the LED is at the top or the bottom of the image.

    My method shouldn't be affected by this.









  • noodallsnoodalls Joined: Posts: 414
    edited June 21


    Video explaining my input lag tests for Tekken 7.



    Digital foundry using my results (appropriately referenced).
    Post edited by noodalls on
  • comoesacomoesa not too bad.. Joined: Posts: 1,172
    Congrats!
    FOREVER NEVERMORE
  • SUGATASUGATA Joined: Posts: 15
    noodalls wrote: »
    comoesa wrote: »
    I guess Injustice 2 is next, eh.

    But quick question are the result listed for games that have a 1 frame difference between command history animaton, do the results follow the command history or animation?

    The results refer to the animation, with a note regarding where the command appears. I do this as I figure what people are actually interested in is when the animation changes, as this is what they will react to.

    Also, there is some strange variations, e.g. SFV there doesn't seem to be a completely consistent relationship between the command history and the animation.

    May be now after 1.03 patch for T7 on PS4 needs some corrections and new tests?


  • noodallsnoodalls Joined: Posts: 414
    Somebody asked for me to post my source code.
    int button=0;
    int set=1;
    int mode=1;

    int red=62;
    int blue=63;
    int red_button=64;
    int blue_button=65;
    int red_LED=66;
    int blue_LED=67;

    int red_on_done=0;
    int red_off_done=0;
    int blue_on_done=0;
    int blue_off_done=0;

    int x=0;
    int setting=1;
    unsigned long time1;
    unsigned long time2;
    unsigned long time3;
    unsigned long time4;
    unsigned long time5;
    unsigned long time6;
    unsigned long time7;

    int long red_on=00000;
    int long red_off=16666;
    int long blue_on=00000;
    int long blue_off=1000;
    int long cycle = 500250;
    int skip = 00000;

    #include "SPI.h"
    #include "Adafruit_GFX.h"
    #include "Adafruit_ILI9341.h"
    #include "Wire.h" // this is needed for FT6206
    #include "Adafruit_FT6206.h"
    // For the Adafruit shield, these are the default.
    #define TFT_DC 9
    #define TFT_CS 10
    #define SD_CS 4
    Adafruit_ILI9341 tft = Adafruit_ILI9341(TFT_CS, TFT_DC);
    Adafruit_FT6206 ctp = Adafruit_FT6206();
    int cs_pin=53;





    void setup() {

    pinMode(cs_pin,OUTPUT);


    tft.begin();
    ctp.begin();
    tft.setTextColor(ILI9341_WHITE); tft.setTextSize(2);
    tft.setRotation(0);
    tft.fillScreen(ILI9341_BLUE);
    tft.fillRect(0,140,120,120,ILI9341_RED);
    tft.fillRect(120,140,120,120,ILI9341_BLUE);
    tft.fillRect(0,250,240,120,ILI9341_BLACK);
    tft.fillRect(0,0,240,140,ILI9341_BLACK);

    tft.drawRect(0,0,40,70,ILI9341_WHITE);
    tft.drawRect(40,0,40,70,ILI9341_WHITE);
    tft.drawRect(80,0,40,70,ILI9341_WHITE);
    tft.drawRect(120,0,40,70,ILI9341_WHITE);
    tft.drawRect(160,0,40,70,ILI9341_WHITE);
    tft.drawRect(200,0,40,70,ILI9341_WHITE);

    tft.drawRect(0,70,40,70,ILI9341_WHITE);
    tft.drawRect(40,70,40,70,ILI9341_WHITE);
    tft.drawRect(80,70,40,70,ILI9341_WHITE);
    tft.drawRect(120,70,40,70,ILI9341_WHITE);
    tft.drawRect(160,70,40,70,ILI9341_WHITE);
    tft.drawRect(200,70,40,70,ILI9341_WHITE);

    //tft.drawRect(0,140,120,120,ILI9341_BLUE);
    //tft.drawRect(0,60,120,60,ILI9341_BLUE);
    //tft.drawRect(0,120,120,60,ILI9341_WHITE);

    //tft.drawRect(120,0,120,60,ILI9341_RED);
    //tft.drawRect(120,60,120,60,ILI9341_RED);
    //tft.drawRect(120,120,120,60,ILI9341_WHITE);

    pinMode(blue,OUTPUT);
    pinMode(red,OUTPUT);
    pinMode(red_button,OUTPUT);
    pinMode(blue_button,OUTPUT);
    pinMode(red_LED,OUTPUT);
    pinMode(blue_LED,OUTPUT);
    digitalWrite(red_button,HIGH);
    digitalWrite(blue_button,HIGH);
    digitalWrite(blue,HIGH);
    digitalWrite(red,HIGH);
    digitalWrite(red_LED,HIGH);
    digitalWrite(blue_LED,HIGH);



    tft.setCursor(1,141);
    tft.print("ON");
    tft.setCursor(1,171);
    tft.print(red_on);

    tft.setCursor(1,201);
    tft.print("OFF");
    tft.setCursor(1,231);
    tft.print(red_off);

    tft.setCursor(1,271);
    tft.print("CYCLE");
    tft.setCursor(1,301);
    tft.print(cycle);

    tft.setCursor(121,141);
    tft.print("ON");
    tft.setCursor(121,171);
    tft.print(blue_on);

    tft.setCursor(121,201);
    tft.print("OFF");
    tft.setCursor(121,231);
    tft.print(blue_off);


    tft.setCursor(121,271);
    tft.print("SKIP");
    tft.setCursor(121,301);
    tft.print(skip);
    }

    void loop() {

    if (mode==1){if ((time2)<(micros())){
    time1=micros();skip=0;mode=2;}}

    if(mode==2){

    if ((micros()>time2+red_on) && red_on_done==0){time3=micros();digitalWrite(red_LED,HIGH);digitalWrite(red,LOW);digitalWrite(red_button,HIGH);red_on_done=1;}
    if ((micros()>time2+blue_on) && blue_on_done==0){time4=micros();digitalWrite(blue_LED,HIGH);digitalWrite(blue,LOW);digitalWrite(blue_button,HIGH); blue_on_done=1;}
    if ((micros()>time2+red_off) && red_off_done==0){time5=micros();digitalWrite(red_LED,LOW);digitalWrite(red,HIGH);digitalWrite(red_button,LOW);red_off_done=1;}
    if ((micros()>time2+blue_off) && blue_off_done==0){time6=micros();digitalWrite(blue_LED,LOW);digitalWrite(blue,HIGH);digitalWrite(blue_button,LOW);blue_off_done=1;}

    if(micros()>time2+60000){mode=3;}


    }

    if(mode==3){

    if (ctp.touched())
    {
    TS_Point p = ctp.getPoint(); // x = 240, y= 320


    if(p.x>200){if(button==0){
    if(p.y>250 && p.y>180){set++;}
    if(p.y<250){set--;}
    if(set<1){set=6;}
    if(set>6){set=1;}
    tft.setCursor(2,30);tft.fillRect(2,30,20,20,ILI9341_BLACK);tft.print(set);}}




    if(p.y>180){
    if(button==0){x=0;
    if(p.x>0 && p.x<40 && p.y>180 && p.y<250){x=x-1;}
    if(p.x>0 && p.x<40 && p.y>250 && p.y<320){x=x+1;}

    if(p.x>40 && p.x<80 && p.y>180 && p.y<250){x=x-10;}
    if(p.x>40 && p.x<80 && p.y>250 && p.y<320){x=x+10;}

    if(p.x>80 && p.x<120 & p.y>180 && p.y<250){x=x-100;}
    if(p.x>80 && p.x<120 & p.y>250 && p.y<320){x=x+100;}

    if(p.x>120 && p.x<160 & p.y>180 && p.y<250){x=x-1000;}
    if(p.x>120 && p.x<160 & p.y>250 && p.y<320){x=x+1000;}


    if(p.x>160 && p.x<200 & p.y>180 && p.y<250){x=x-10000;}
    if(p.x>160 && p.x<200 & p.y>250 && p.y<320){x=x+10000;}

    if (set==1){red_on=red_on+x;
    if (red_on>50000){red_on=50000;}
    if (red_on<0){red_on=0;}
    tft.fillRect(0,171,120,20,ILI9341_RED);
    tft.setCursor(1,171);
    tft.print(red_on);}

    if (set==2){ red_off=red_off+x;
    if (red_off>50000){red_off=50000;}
    if (red_off<0){red_off=0;}
    tft.fillRect(0,231,120,20,ILI9341_RED);
    tft.setCursor(1,231);
    tft.print(red_off);}

    if(set==3){ cycle=cycle+x;
    if (cycle>1999999){cycle=1999999;}
    if (cycle<100000){cycle=100000;}
    tft.fillRect(1,301,110,20,ILI9341_BLACK);
    tft.setCursor(1,301);
    tft.print(cycle);}

    if (set==4){blue_on=blue_on+x;
    if (blue_on>50000){blue_on=50000;}
    if (blue_on<0){blue_on=0000;}
    tft.fillRect(121,171,120,20,ILI9341_BLUE);
    tft.setCursor(121,171);
    tft.print(blue_on);}

    if(set==5){blue_off=blue_off+x;
    if (blue_off>50000){blue_off=50000;}
    if (blue_off<0){blue_off=0000;}
    tft.fillRect(121,231,120,20,ILI9341_BLUE);
    tft.setCursor(121,231);
    tft.print(blue_off);}

    if(set==6){skip=x;
    tft.fillRect(121,301,120,20,ILI9341_BLACK);
    tft.setCursor(121,301);
    tft.print(skip); }



    button=1;
    tft.fillRect(2,100,130,20,ILI9341_BLACK);tft.setCursor(2,100);
    tft.print(time5-time3);//tft.print("-");//tft.print(time4-time3);
    }}}

    else

    {button=0;}
    red_on_done=0;
    red_off_done=0;
    blue_on_done=0;
    blue_off_done=0;
    time2=time1+cycle+skip;mode=1;}

    }
  • LagmanLagman Joined: Posts: 4
    First and foremost, thank you a lot for your hard work, noodalls. It's great that there are curious mind like yours willing to put in the work so we can all benefit from the results of your research.

    Now that is out of the way: I'm still a complete layman, and I have some questions on this topic.

    Are you familiar with Teyah's work? He also tested sticks, pcbs and controllers for input lag. Here are his results:
    http://www.teyah.net/sticklag/results.html

    Let's take the HRAPV4 as an example. His results listed it as having 4.80ms of lag, while yours puts it at 48ms. His ps360+ results listed it as having no lag at all on version 1.65 (and upwards, I presume). Yours listed it at 44.4ms for version 1.66.

    Here is his methodology:
    http://www.teyah.net/sticklag/overview.html

    What explains the discrepancy in your results? It's a discrepancy of over 2 frames (~33.3ms) in both cases. Being a complete layman on the subject, I just see the very different numbers and get confused. Is it due to a difference in the testing method or something like that?

    Again, my gratitude to both of you for you work (I'm fairly certain Teyah has a SRK account); I'm merely curious and very interested on this topic. Please excuse me if my questions are stupid.
  • noodallsnoodalls Joined: Posts: 414
    Put simply, I have posted the results for the controller plus game put together.


    In all of my tests for different controllers (except for the WiiU/Wii and in the future possibly the switch) I used Blazblue (normally Blazblue CPE, but BBCS for x360 as that is the title that I own). Assuming that the game doesn't respond differently to different controllers, then the only difference between different tests should be due to the controller.

  • LagmanLagman Joined: Posts: 4
    Thank you for reply, man.

    By the way, I also watched a vid on network & input delay, recently. It seemed to me modern games are maybe purposefully introducing native game lag so as to make offline and online play feel about the same.

    This was the vid:


    If this is true, do you think older era fighting games (SNES to ps2) had much lower native lag? Do you plan on ever testing these older fighting games to compare, if the additional time and money investment is not a problem for you?
  • comoesacomoesa not too bad.. Joined: Posts: 1,172
    Quick question, Noodalls when doing your testing do you have the 'sharp' setting on your monitors set to 0/off?
    FOREVER NEVERMORE
  • DarksakulDarksakul Your lack of faith disturbs me Joined: Posts: 24,241
    comoesa wrote: »
    Quick question, Noodalls when doing your testing do you have the 'sharp' setting on your monitors set to 0/off?

    Most people have any kind of post processing off, or at least as much as possible.
    I think its best to leave the sharp setting off.
    “Strong people don't put others down... They lift them up.”
    - Darth Vader, Philanthropist
  • comoesacomoesa not too bad.. Joined: Posts: 1,172
    Darksakul wrote: »
    comoesa wrote: »
    Quick question, Noodalls when doing your testing do you have the 'sharp' setting on your monitors set to 0/off?

    Most people have any kind of post processing off, or at least as much as possible.
    I think its best to leave the sharp setting off.

    Yeah, Noodalls probably has it off when doing his testing but a lot of people think the sharp setting is the same as the sharp setting on a CRT without realizing it's just more post processing.
    FOREVER NEVERMORE
  • DarksakulDarksakul Your lack of faith disturbs me Joined: Posts: 24,241
    comoesa wrote: »
    Darksakul wrote: »
    comoesa wrote: »
    Quick question, Noodalls when doing your testing do you have the 'sharp' setting on your monitors set to 0/off?

    Most people have any kind of post processing off, or at least as much as possible.
    I think its best to leave the sharp setting off.

    Yeah, Noodalls probably has it off when doing his testing but a lot of people think the sharp setting is the same as the sharp setting on a CRT without realizing it's just more post processing.

    CRT is a different beast as it's all analog. And there is very little to no delay in analog signals. Many fans of Retro gaming still rely on CRTs for this reason.
    Like their is a way to intentionally delay a signal in analog circuitry, its used in live broadcasts to allow time to put in censorship beeps to cover up fowl language.
    But nothing like that in a CRT Display.

    In Digital, signals need time to process. And the more tasks you put on the longer that signal is going to get processed.
    Its why for the longest time Modern Console players used Ether Cheaper HD TVs or PC monitors for game play. The newer wave of HDTVs finally have the processing time to negate some of that lag time.
    “Strong people don't put others down... They lift them up.”
    - Darth Vader, Philanthropist
  • noodallsnoodalls Joined: Posts: 414
    comoesa wrote: »
    Quick question, Noodalls when doing your testing do you have the 'sharp' setting on your monitors set to 0/off?

    The way my setup is the monitor settings should have no effect on the results.
    Lagman wrote: »

    If this is true, do you think older era fighting games (SNES to ps2) had much lower native lag? Do you plan on ever testing these older fighting games to compare, if the additional time and money investment is not a problem for you?

    So, the way my system works is to interrupt one or both of the blue and red components of component cable. This doesn't work in the same way for composite signals when I've tried it, so I can't simply test on old systems. It would be easy enough to apply my technique to the audio lines, however every time I've tried this there is poor sync between the audio and video with various capture devices, so I've given up on that for now.
  • RufusRufus An unexpected database error has occurred. Joined: Posts: 1,966
    edited August 4
    Lagman wrote: »
    ...
    This was the vid:...
    If this is true, do you think older era fighting games (SNES to ps2) had much lower native lag? Do you plan on ever testing these older fighting games to compare, if the additional time and money investment is not a problem for you?

    I tested several versions of SF2 Super Turbo. A generation after the PS2.

    http://forums.shoryuken.com/discussion/81717/comparison-of-hdr-versions-ps3-360-dc-cps2/p4

    NKI tested Capcom Classics collection on the PS2 as a frame slower than the Dreamcast.

    Hitboxes http://www.pedantic.org/~nate/HDR/
    "You don't know what you're talking about as much as I do." -- Unknown
  • DarksakulDarksakul Your lack of faith disturbs me Joined: Posts: 24,241
    Rufus wrote: »
    Lagman wrote: »
    ...
    This was the vid:...
    If this is true, do you think older era fighting games (SNES to ps2) had much lower native lag? Do you plan on ever testing these older fighting games to compare, if the additional time and money investment is not a problem for you?

    I tested several versions of SF2 Super Turbo. A generation after the PS2.

    http://forums.shoryuken.com/discussion/81717/comparison-of-hdr-versions-ps3-360-dc-cps2/p4

    NKI tested Capcom Classics collection on the PS2 as a frame slower than the Dreamcast.

    The Dreamcast is closer to the native arcade hardware, PS2 uses oddly exotic hardware.

    Also did you use a Phat or Slim PS2, as they have some major serious hardware revisions?

    The older Phat PS2 consoles did more in hardware and has dedicated hardware for rendering and effects.
    PS2 Slim has a more powerful CPU and more Ram but did alot of the same rendering and effects in software that been written to a chip on the main logic board.
    “Strong people don't put others down... They lift them up.”
    - Darth Vader, Philanthropist
  • RufusRufus An unexpected database error has occurred. Joined: Posts: 1,966
    noodalls wrote: »
    ...
    So, the way my system works is to interrupt one or both of the blue and red components of component cable. This doesn't work in the same way for composite signals when I've tried it, so I can't simply test on old systems. It would be easy enough to apply my technique to the audio lines, however every time I've tried this there is poor sync between the audio and video with various capture devices, so I've given up on that for now.

    If you want to go down that rabbit hole, NTSC overlay stuff should be reasonably easy to get or build. Alternatively you can try a low pass filter (2-2.5Mhz) to strip the color out of the signal.
    Also did you use a Phat or Slim PS2, as they have some major serious hardware revisions?

    I don't recall doing PS2 testing. That was NKI.
    Hitboxes http://www.pedantic.org/~nate/HDR/
    "You don't know what you're talking about as much as I do." -- Unknown
  • LagmanLagman Joined: Posts: 4
    Sadly the forum link in NKI's youtube vid is broken and not working anymore. Would be nice to know what stick PCB he used in his tests.

    And thank you for the links, Rufus. Awesome stuff.
  • Shin_KazShin_Kaz Joined: Posts: 208
    Very interesting stuff!
    So on the UFB the mode you're recommanding for PC is 360 ? just wondering.
    thanks for your hard work :)
  • noodallsnoodalls Joined: Posts: 414
    Shin_Kaz wrote: »
    Very interesting stuff!
    So on the UFB the mode you're recommanding for PC is 360 ? just wondering.
    thanks for your hard work :)

    I used X360 mode of UFB on PC only because it is the default mode, so I assumed most people plugging in controllers would be using that.
  • ShinMagusShinMagus Joined: Posts: 432 ✭✭✭✭✭ OG
    Hmmm. In my experience the mode that's auto-detected on the PC is the XboxOne mode, not the Xbox360...
    Magus
    12000 B.C. - Dark Ages
    "The black wind begins to blow..."
    "Can you hear that? It's the sound of the Reaper."
  • noodallsnoodalls Joined: Posts: 414
    You are probably right. I'll go back and double check when I redo the PC tests.
  • jopamojopamo Stuck in Silly-con Valley Joined: Posts: 1,298
    ShinMagus wrote: »
    Hmmm. In my experience the mode that's auto-detected on the PC is the XboxOne mode, not the Xbox360...

    Yup. Just confirmed.
  • WAZAAAAAWAZAAAAA I'M ALEXANDER THE GREAT Joined: Posts: 45
    @noodalls
    The Dead or Alive 5: Last Round input lag frames reported in this thread may be 1 frame too big and should probably be tested again.

    The game intentionally uses 1 frame of built-in "lag" in order to properly detect multi-button moves (such as P+K aka the Strong Punch command), but not always. This delay gets "bypassed" in 2 common scenarios: wake up animations executed while lying on the floor start 1 frame earlier compared to while standing, and the actual attack blocking function (H) activates 1 frame earlier than the blocking animation does, which is why inputting a frame-perfect Hold at an incoming attack will Block it instead of Holding it. Here's a little demonstration of the standing vs ground input lag difference:
    822NMoY.gif
    YOU'RE NOT ALEXANDER
  • noodallsnoodalls Joined: Posts: 414
    WAZAAAAA wrote: »
    @noodalls
    The Dead or Alive 5: Last Round input lag frames reported in this thread may be 1 frame too big and should probably be tested again.

    Thank-you for pointing this out. As I've said before, one of the challenges is finding suitable moves to test in games that I'm not as familiar with. It's always good to have people familiar with the games give good examples.

    I have been meaning to go back and test games that are across systems (PS4/PS3 versions of the same game) and DOA5LR was on that list. Because of the way I capture tests, I probably won't test the two things you've mentioned (tests run ~100 times, with the animation needing to back to the neutral stance within 30F, and no real way to put the character into a specific stance/location) however I will check it and add it as a foot note.


    I'm somewhat surprised there hasn't been more discussion regarding the DBFZ result. ASW has consistently turned in results close to the fastest of any fighting games, but with DBFZ beta we are seeing a result slower than SFV. I had been waiting on this one to see what effect UE4 would have on ASW games. Now, people may say not to take too much away from testing on a beta/demo, however I'd take an alternative approach - this and MVCI is the first time we've
    had results from pre-release, and it will be interesting to see if anything changes for release. It didn't for MVCI.


  • SaveFightingSaveFighting Games & Pussy..Cats Joined: Posts: 418
    edited October 1
    Classic Unreal Engine.

    On PC in Engine ini set the following option. (I recommend it done on MVCi)

    r.OneFrameThreadLag=0

    C:\Program Files (x86)\Steam\steamapps\common\MARVEL VS. CAPCOM INFINITE\MVCI\Saved\Config\WindowsNoEditor

    Then double click on Engine.

    Then copy and paste this on the bottom:
    [SystemSettings]
    r.OneFrameThreadLag=0

    Having comparison between the default and this option and see if it reduces input lag. If so this should be able to be done across all PC UE4 games.

    Edit: Also, test with AA set to medium or Low. Since it should lower the post processing too.
    Real gamers play Fighting games. Fuck all the haters.
  • SaveFightingSaveFighting Games & Pussy..Cats Joined: Posts: 418
    edited October 5
    UE4 4.19 getting improved input delay.

    https://www.unrealengine.com/en-US/blog/unreal-engine-improvements-for-fortnite-battle-royale
    While working on Battle Royale we identified some issues with input latency in the engine that particularly affected 30Hz games. We were able to make improvements to thread synchronization, reducing latency by around 66ms (the reduction will be around half that in a 60Hz title) to address this problem. These changes make a noticeable improvement to the feel of the game, making it more responsive and easier to aim. (Will be in 4.19)

    This is huge this would drop input delay for UE4 games like say MVCi, SF5, DBZF, etc. By about two frames if the devs implement the engine changes.
    Real gamers play Fighting games. Fuck all the haters.
  • comoesacomoesa not too bad.. Joined: Posts: 1,172
    Man I just now realized that Noodalls testing does not include monitor lag. Boy do I feel silly.
    UE4 4.19 getting improved input delay.

    https://www.unrealengine.com/en-US/blog/unreal-engine-improvements-for-fortnite-battle-royale
    While working on Battle Royale we identified some issues with input latency in the engine that particularly affected 30Hz games. We were able to make improvements to thread synchronization, reducing latency by around 66ms (the reduction will be around half that in a 60Hz title) to address this problem. These changes make a noticeable improvement to the feel of the game, making it more responsive and easier to aim. (Will be in 4.19)

    This is huge this would drop input delay for UE4 games like say MVCi, SF5, DBZF, etc. By about two frames if the devs implement the engine changes.

    I only expect to see these changes in games like dbzf whcih are currently being developed. Updating the engine could potentially break things in game based on older revisions. Harada singled out UE4 but I doubt he would really follow through. TTT2 was like110ms total input lag already, they were already purposefully raising input delay back then. I hope I'm wrong though.
    FOREVER NEVERMORE
  • DarksakulDarksakul Your lack of faith disturbs me Joined: Posts: 24,241
    comoesa wrote: »
    Man I just now realized that Noodalls testing does not include monitor lag. Boy do I feel silly.
    It's actually easy to factor out the Monitor.
    “Strong people don't put others down... They lift them up.”
    - Darth Vader, Philanthropist
  • comoesacomoesa not too bad.. Joined: Posts: 1,172
    Darksakul wrote: »
    comoesa wrote: »
    Man I just now realized that Noodalls testing does not include monitor lag. Boy do I feel silly.
    It's actually easy to factor out the Monitor.

    I mean noodalls setup is only testing for controller+game input lag.
    FOREVER NEVERMORE
  • DarksakulDarksakul Your lack of faith disturbs me Joined: Posts: 24,241
    comoesa wrote: »
    Darksakul wrote: »
    comoesa wrote: »
    Man I just now realized that Noodalls testing does not include monitor lag. Boy do I feel silly.
    It's actually easy to factor out the Monitor.

    I mean noodalls setup is only testing for controller+game input lag.

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    “Strong people don't put others down... They lift them up.”
    - Darth Vader, Philanthropist
  • comoesacomoesa not too bad.. Joined: Posts: 1,172
    Darksakul wrote: »
    comoesa wrote: »
    Darksakul wrote: »
    comoesa wrote: »
    Man I just now realized that Noodalls testing does not include monitor lag. Boy do I feel silly.
    It's actually easy to factor out the Monitor.

    I mean noodalls setup is only testing for controller+game input lag.

    Well, don't leave me in the dark.

    FOREVER NEVERMORE
  • noodallsnoodalls Joined: Posts: 414
    HDMI-AF-AM-V1A
    USB-AM-AF-V1A

    http://www.elabguy.com/

    Bought some new equipment, sent today, hopefully will be able to do something with this. The thing I've always wanted to do is eliminate the HDMI to component adapter. As per previous tests, I'm fairly confident that it adds negligible lag, however it does mean I can't test any higher than 1080p60, and as I've mentioned before testing PC can be a bit of a pain. I've tried several ways to get around this, but it seems that HDMI is quite fickle. Hopefully this will let me interfere with the HDMI signal directly.
  • Shin_KazShin_Kaz Joined: Posts: 208
    Hi Noodalls !
    I was wondering if you had any interest in Switch lag testing ? (with the rumor of arcsys games and soul calibur 6 coming to it)
    I think there would be a lot of interest for wireless input lag analysis too (I know I'd love to use my modded tekken 6 stick)
    but what's the fastest ? pro controller ? joycon ? 8bitdo controller ?(might the easiest to hack ?) (no idea which has common ground of not though)

    event for wired, so many options : brook ufb, brook converter, hori "pro" controller, pokken controller, WiiU GC adapter etc
  • noodallsnoodalls Joined: Posts: 414
    Shin_Kaz wrote: »
    Hi Noodalls !
    I was wondering if you had any interest in Switch lag testing ? (with the rumor of arcsys games and soul calibur 6 coming to it)
    I think there would be a lot of interest for wireless input lag analysis too (I know I'd love to use my modded tekken 6 stick)
    but what's the fastest ? pro controller ? joycon ? 8bitdo controller ?(might the easiest to hack ?) (no idea which has common ground of not though)

    event for wired, so many options : brook ufb, brook converter, hori "pro" controller, pokken controller, WiiU GC adapter etc

    I'm interested in testing, I just don't have my own unit yet so haven't been able to test. Hopefully this Summer (US winter) holiday I will be able to get one, possible testing in late Jan/early Feb.

    There are some videos up on youtube comparing the input lag for some of the controllers.
  • noodallsnoodalls Joined: Posts: 414
    So, for the longest time, I've been trying to find a way to remove the HDMI to component converter from my testing setup. Whilst a comparison between the HDMI to component converter against a component signal directly on PS3 suggested that the converter was adding very little lag (~0.2ms) it always felt like a bit of an unknown as to whether that applied to a HDMI signal as well.

    With a lot of tinkering, I've finally found a way interfere with the HDMI signal without cutting it out completely. Interfering with component signals (the blue and red at least) is easy, as other than losing colour there is no problem is a signal drops out completely. HDMI on the other hand is very sensitive, and even with interruptions to the signal of <<1ms the HDMI signal is cut completely.

    Finally I was able to use some HDMI breakout boards, and by providing an alternative signal path can get static to appear on the screen at the same time as a button is pressed.



    This is not as easy to see as the colour dropping out of an analogue signal, however I wanted to take the chance to test and see whether my previous results done with a converter are still meaningful.




    Tonight, I was able to run BBCPE PS4 UFB 2.0 through my standard testing protocol, and the results were fantastic. Comparing an HDMI signal to an HDMI--> component signal, I found no significant lag, 42.5ms for each test!




    This I feel validates the previous results! Hopefully in the future this means that 4K signals and similar will be able to be tested with this setup.


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