1606: Street Fighter II Turbo: Hyper Fighting \\ Input lag PS1 vs SF6 PC: 3 vs 3.5 frames! Ruff test

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Me pressing Ryu's light jab in two versions of Street Fighter II Turbo: Hyper Fighting, recorded on 60 fps cell phone video. After recording, I play them back frame-by-frame and count the number of frames between the button being fully down, and Ryu's punch starting to animate. You can do this in YouTube by making sure you're getting 60 fps playback, pausing, and, on PC, pressing the "." (period) key to advance the video frame-by-frame.

This comparison is NOT scientific or conclusive and probably won't reflect whatever you get on your own set-up.

My ~4 year old mid-range gaming laptop: i7-10750H, 16 GB RAM, GeForce GTX 1660 Ti, with a 60 Hz 1080p Asus 5ms monitor. Component output via OSSC for the consoles. Hori Real Arcade Pro V 2017 PS3/PS4 arcade stick.

My input delay playlist: https://www.youtube.com/playlist?list=PLZO3OPzPjIzMl-jcYl0YFhwRYTyP5R8M3

0:00 - PC - Street Fighter 6 = 3.5 frames of delay
2:00 - PS1 - Street Fighter Collection 2 = 3 frames of delay

SF6 version had Vsync off. Surprised how well it did! VERY close to Street Fighter Collection, which for the SFII games has always been the best I've had; SF6 is, in fact, the closest to SFC's top time of any other SFII I've tested. So they've evidently improved their conversion capability a bit here over their previous attempts since the PS1 version. Unfortunately, the version in SF6 has very few options; you can't even turn off the heavy scanline/blur effect, or set the difficulty!

SF6's SFII Turbo is on the Battle Hub arcade cabs--for two days maybe every few weeks-ish; it rotates with other SF1/SFII games. I don't know if it's been up for purchase in a Premium Fighting Pass yet; that would let you play it from Gallery mode at any time. To get it to do 2P, I had to plug in a second controller, because I couldn't find a 2P Start button to go with the 2P keyboard controls. : P

9/29/23

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