afro legends, post: 3498483 wrote:
I also prefer 16:9. 4:3 just looks really ghetto, like straight from the hood. Anyways, thanks for the testing Ganelon.
Ganelon, post: 3498496 wrote:
I know I've seen Blanka's electricity glitch (where the electricity currents remain a la DBZ super saiyajin for the rest of the round) on the PS3 version pre- and post-patch.
Thelo, post: 3498504 wrote:
Yeah, I know that's the theory (non-zero smoothing = less time to react). But the thing is, I'm pretty sure that in practice, having the game jump around all the time from zero smoothing is going to shoot your reactions way worse than that extra frame or two would.
As I said, I just see a definite correlation between being badly affected by lag and disabling smoothing, it's not just you. I recommend you at least try it out for a while with default smoothing, since my intuition is that you might have disabled it at the very start and not actually tried playing with it set at default. Maybe you'll still feel that zero smoothing is best for you and revert it, which is fine, but it's possible you'll find it just makes for a smoother experience overall.
Ganelon, post: 3498505 wrote:
I actually used default smoothing the first few days I played HDR and do remember it being smoother as you said. However, it also felt like I had a harder time escaping from tick throw mixups. But sure, you could have worthy advice right there; I'll definitely give smoothing a go again next time I play HDR and see how it feels.
Ganelon, post: 3498501 wrote:
I performed my testing on whatever the default output is for HDMI and composite on either machine. I didn't change the visual settings at all, nor did I change any other setting on either console or in the game itself (meaning speed was default when performing the PS3-360 tests) except to make the game display in 4:3 resolution (it's a possibility 16:9 has differences but I wasn't able to test that with a CRT).
I'm pretty sure the default HDMI output to a 1080p display (e.g. the Evo monitor) is 1080p on both machines. The game is drawn in 720p so the systems themselves must be upscaling that image to 1080p when I set it that way. If you don't use the same resolution as your HDTV, the TV handles the upscaling into its native resolution for you, which is almost always slower than letting your system do the task.
As stated, I also reversed monitors with identical results. I'm not sure how you're testing using 1 monitor (timing the difference isn't exact enough IMO) but unless you're recording everything, you'll need to see the images side-by-side to be certain. I held the up direction with multiple characters in mirror matches across multiple stages and the results were always the same, with the exact same jumping rhythm up through the very end.
I definitely think you should change TVs, make sure settings are reset or defaulted, and use a control in your tests if not already.
Ganelon, post: 3498501 wrote:
The game is drawn in 720p so the systems themselves must be upscaling that image to 1080p when I set it that way.
14) Game speed. The game speeds match the arcade version of the game, but this is confusing so bear with me. In SF HD Remix, speed 3 is the default and is intended for tournament play and online play. It?s the same speed as Japanese arcade speed 3, which is also known as US arcade speed 2. You don?t really have to understand what?s going on with all that, just play at the default speed 3 and be happy that it matches the arcade.
Ganelon, post: 3498474 wrote:
VF4: Dropping inputs is always a possibility. However, what possible operation could there be in the programming that would cause such a thing? The analog-digital glitch was a result of a new feature combined with a programming omission.
If you use a autofire switch on LP to perform LP chains, there's not a single instance where the LPs are cut off by a dropped input. Try it; even the slow setting on the TE (probably around 10 Hz, if that) never yields a single miss. Now, there's still a possibility of a particular situation causing an issue but if you have an HRAP, leave LP on full auto (which is set to 23 Hz), mess around with the other side, and see if the LP chain ever pauses when you're not hitting. I never saw it make a pause while I was messing around. It's a logical impossibility for me to prove every single case so if anybody can find a reproducible input glitch, that would be helpful.
As for input delay, I'd be very interested in seeing what it is but I'm afraid right now, I don't have the equipment to accurately count it. Hopefully, somebody else has the will and means.
Regarding tournament standards, HDR will always be at T3 speed with default dip switches, Udon sprites, and OC ReMix music. However, I still think that 4:3 is the optimal aspect ratio but I'll leave that beaten horse alone and trust ponder to maintain his wise decision next year.
As for using AE, its speed is also off, old characters can't be throw-softened, and o.Sagat and claw have issues, amongst other differences. And I doubt Evo would be willing to use the JP PS2 Best version of HSF2 for some fixes. But again, this topic wasn't about ST vs. HDR but rather a look into whether HDR's classic mode has noticeable differences from ST and primarily a comparison of the 2 HDR versions.
Ganelon, post: 3498464 wrote:
9. The difference between T1-T2, T2-T3, and T3-T4 is always ~3 timer ticks apiece. The difference between
3. Even HDR's max speed of T4 (1 above default) is still a couple ticks slower than the DC version's T3 (default). And the DC version still has turbo speeds up to T6.
4. HDR T3 (default) is a couple of ticks slower than DC T2 (1 below default) but a tick faster than DC T1.
5. HDR is a few ticks slower than DC ST at the same turbo level. HDR T3 is slower than DC ST T3, same for T2, same for T1. This is true whether the DC version is set to fixed or free speeds.
6. However, HDR T0 is actually the exact same speed as DC ST T0. Different characters, different stages, and induced slowdown made no difference. It seems if the developers did a speed comparison between the DC version and HDR, that was only checked on T0.
Ganelon, post: 3498510 wrote:
The graphical assets in HDR were designed to be displayed in 1080p 4:3 format. So a 1080p monitor should be the best looking and fastest processing (no scaling) viewing device for this game.
Ganelon, post: 3498519 wrote:
Now, this is not empirical proof of any difference (I could be imagining it for all I know), just another opinion cautioning that it's potentially possible the 360 version may in fact be superior for the input reason many have felt. We'll need an actual test to prove the existence of input lag. Of course, whatever the outcome is, it's too late to change Evo (plus, SSFIV players will be dealing with the same). So as many have said, it's a good idea to play the PS3 version offline if you haven't already. Players who don't use strict link combos and don't rely on visual cues probably won't notice anything. DGV alluded to another thread where people do have the means to perform input lag tests and hopefully shed more light into this issue for future tourneys: http://shoryuken.com/showthread.php?t=231128
blitzfu, post: 3498527 wrote:
Apparently, PS3 has 1 frame of input lag. I updated the Wiki.
Ganelon, post: 3498529 wrote:
That's for SF4. As far as I'm aware, HDR has yet to be determined, which is why I didn't bother mentioning anything yet in the first post here.
Sirlin, post: 3498534 wrote:
The HD Remix players I've played with have all agreed that something is really wrong with PS3, they don't exactly know what. I have muscle memory to do rekkax3 easily, and I could do it only about 25% of the time on PS3 speed 3, and then 100% of the time on Xbox speed 3, same madcatz TE stick.
Big O, post: 3498541 wrote:
I think it basically means 360 HDR has the same input lag as the DC version (4 or 5 frames). CPS2 ST has 4 frames of input lag for comparison (I think...).