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SFV has 8frames of input lag....

To put this in perspective, Killer Instinct has about 4 frames of input lag, and Mortal Kombat X has around 5.

In one sense, SFV should definitely improve to match its competitors.

On the other hand; remember "8 frames" sounds like alot- yet in reality it's really "3 additional frames" compared to a reasonable standard.
 

Gooberking

FGC Cannon Fodder
To put this in perspective, Killer Instinct has about 4 frames of input lag, and Mortal Kombat X has around 5.

In one sense, SFV should definitely improve to match its competitors.

On the other hand; remember "8 frames" sounds like alot- yet in reality it's really "3 additional frames" compared to a reasonable standard.
At this point my SFV exp has been limited to Twitch streams, but doesn't the game have faster attacks than MKX? I've read most characters have 4-5 frame attacks. I don't know if that means attacks are faster across the board or not, but, if so, those frames become more important.
 

Trauma_and_Pain

Filthy Casual
At this point my SFV exp has been limited to Twitch streams, but doesn't the game have faster attacks than MKX? I've read most characters have 4-5 frame attacks. I don't know if that means attacks are faster across the board or not, but, if so, those frames become more important.
Yeah they come out much faster than MKX. Some moves only have 2 startup frames. 3-4 is not uncommon.
 

Dizzy

False Information Police Officer
Premium Supporter
NetherRealm Studios
I think the best comparison isn't across franchises, but rather USF4 to SFV. According to people doing the tests, SFV has an additional 2-3 frames over USF4. That's the big issue IMO. Really makes no sense.

I'd be surprised if it was an oversight and more so built in to the game to make online feel more like offline, as most rollback netcode adds 3f of delay from offline to online. I know MKXL and KI both do this.

I can't be sure which Tekken it was, possibly TTT2, that had one more frame of input lag added to the console version, compared to the previous iteration. This was stated by Harada to have been done to make the game "arcade perfect" as the arcades had 1f additional delay, and the previous game did not account for that, creating a disparity between console and arcade. However, there was definitely backlash as people that played in tournaments and only on consoles didn't care.

Basically this could be a similar problem, just 2-3x worse.

Also like @Tony at Home said, saying 8 frames of lag is basically just trying to be sensationalist. Input delay is always there as the system, game, etc have to accept your inputs. The real thing is just SFV having additional delay over what should be considered the "standard".
 
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From the same source > http://www.displaylag.com/video-game-input-lag-database/

Killer Instinct on Xbox One - 4.9 Frames of Input Lag
Mortal Kombat X on Xbox One - 6.3 Frames of Input Lag
Mortal Kombat X on PS4 - 6.4 Frames of Input Lag

Ultra Street Fighter IV on 360 - 5.1 Frames of Input Lag
Ultra Street Fighter IV on PS3 - 6.4 Frames of Input Lag
Ultra Street Fighter IV on PS4 - 5.3 Frames of Input Lag
Street Fighter V on PS4 - 7.3 Frames of Input Lag

The Lower The Better = More Responsive

Waiting for the comment that says humans can't feel less then a certain amount, lol
 

B. Shazzy

NRS shill #42069
mkx has 7 frames of input lag huh

enjoy taking on "A-list, Piercing, D'vorah and All Alien variations any day of the week" in only 7f input lag instead of 8 then@WakeUp DP
 
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RM_NINfan101

Nine Inch Nails fan from Metro Detroit, Michigan
The input lag is enough to deter people like Sanford Kelly from playing the game I'm sure. He's stated he doesn't like this game (I assume that the input lag is a big reason due to East Coast having a more reactionary style of play), LI Joe's opinion of it also isn't much better. Mind you, very few are openly talking about the input lag being the reason they're not playing the game. Many do not wish to bite the hand that feeds, especially when sponsors are involved.


Joe ‏@thisislijoe 7h7 hours ago
Ps I'm kidding over watch is fun with the boys. And I like sfv It's not ass fighter


Joe ‏@thisislijoe 7h7 hours ago
But I probably won't play it on the real. Maybe here n there

Combined with the fact that scenes like New York and Michigan are losing players, SFV did not meet it's expected sales figures (shipped 1.4 units instead of 2 million, Pokken outsold it in retail sales figures even. Do note that shipment numbers and sales figures are different) and I would say that people (tournament players) gave SFV a shot despite knowing about the input lag, but it's just not something easy to get into. Especially with a game that legitimately pushes towards the tournament scene and not to the casual crowd almost at all, and some of these players mentioned really enjoy reactionary play instead of only having to go on reads. Anti airs are affected by this, and it makes some characters (Bison for example) with their AAs much worse.

USF4 on PS4 was once criticized because it's frames of input lag was too much, in a game where reactionary play was key. So much so, that the 360 version was preferred and with the PS4's version's bugs, they switched back to the 360 version for the CPT. Obviously, SFV has instead went the route of preemptive reads and less footsies. I do believe that this was done to mask the netcode like how Tekken has done with TTT2. The only problem is, I wouldn't mind that if five bars wasn't the only connection I could possibly play with. UltraDavid has gone on to say that the algorithm for matchmaking is jank, but this isn't about the netcode obviously, despite it being a reason that the input lag is there. Capcom will not comment on it, only furthering the speculation.

As to why the input lag's being brought up now, well it was highly overlooked to begin with due to Capcom's troubled launch with the game, and people unsure if it was going to change their opinions of game with the input lag. Some are in favor of the input lag, like Filipinoman. He feels that without it, how could you even jump in on a character like Chun-Li? Ken players also seem in favor of it, as it seems his frame traps were designed around the input lag. Birdie's EX Dolphin Dive is another move that benefits from it.

There's nothing wrong with liking SFV. There's nothing wrong in disliking it. Me personally, I have enjoyed the game here and there but ultimately I do not find the style of gameplay rewarding to play as much as other titles, and I will likely just play it here and there instead of getting serious in it. Even when Juri comes out, I find myself a little bit more excited for KOF XIV, but I am prepared for the netcode in that game to be less than satisfactory.