Input Lag #14 - KOF 2000 Dreamcast rough test: 8 frames

Input Lag #14 - KOF 2000 Dreamcast rough test: 8 frames

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Published on ● Video Link: https://www.youtube.com/watch?v=WgZeTgME4rs



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These are very crude tests and not scientific or overly precise; they're really only useful for judging relative input lag on games running on my particular set-up.
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Counting the frames (pause the video--make sure it's running at a 60fps resolution--and use the "." key to advance frame by frame) between pressing the Light Punch button and Kyo's sprite actually starting to punch in The King of Fighters 2000 on the Dreamcast. I count 8 frames.

Compare that with contemporaneous counts of 6 frames on NEOGEO ( https://www.youtube.com/watch?v=3hJWq1WcW3Q&list=PLZO3OPzPjIzMl-jcYl0YFhwRYTyP5R8M3&index=12 ) and 7 frames in PS2 NESTS Collection ( https://www.youtube.com/watch?v=PuVllQ_nYb0&list=PLZO3OPzPjIzMl-jcYl0YFhwRYTyP5R8M3&index=13 ).

This is ~60fps cell phone footage. The controller is a PS4 Hori HRAP V (modified with Sanwa buttons), connected to the Dreamcast with a Brook Super Converter. The video is going out through a Kuro VGA box, through a VGA splitter, to an OSSC, to a 5ms display lag ASUS monitor.

My last test of this game, using a Dreamcast Arcade Stick, and an Elgato HD to convert the composite video, counted just 6 frames: https://youtu.be/hT1uEUFcTfA?list=PLZO3OPzPjIzMl-jcYl0YFhwRYTyP5R8M3&t=38 . I'm pretty sure my cell phone footage at that time didn't quite reach 60 fps though (it's based on how much light the camera is able to get; I've since then figured out better ways to make sure it gets enough light into the lens when doing these tests), and I had to up-convert it--looking at it now I see the occasional skipped frame, for instance. Hm also I went through that older video frame by frame a bit just now and did find a 7 and 8 count punch... I think another thing I did there was I accidentally had a ~1 frame lag setting engaged on the monitor when I filmed a bunch of those tests, so I just subtracted 1 frame from the counts later, which obviously wasn't the best way to go about that. So anyway I think this more recent test is probably more accurate (I've compared the HRAP V and Super Converter to native controllers in other tests and found no measurable difference in lag https://www.youtube.com/watch?v=R6MvxcNinpE&list=PLZO3OPzPjIzMl-jcYl0YFhwRYTyP5R8M3&index=10&t=0s , and I've found no measurable lag from the VGA box, splitter and the OSSC), but who really knows. I *can* say that playing this back to back with the NEOGEO and PS2 NESTS versions, this one seemed to feel noticeably less responsive.

As far as I've read on the internet, the pre-bankruptcy KOFs had 4 frames of lag intentionally added to the attacks, and 1 frame to movement.




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Tags:
kof 2000
kof2000
kof2k
kof 2k
dreamcast
dc
kof
king of fighters
king of fighters 2000
input lag
input delay
hori
hrap v
real arcade pro v



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