(see desc) Input Lag #1 - DC PS2/3/4 PC fighting game very rough test SNK etc

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Published on ● Video Link: https://www.youtube.com/watch?v=hT1uEUFcTfA



Duration: 12:57
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A very crude input delay test of various fighting games on DC, PS2, PS3, PC, and PS4, counted frame by frame from 60 fps cell phone footage of the button being pressed to when the on-screen character reacts to the button press, mostly w/ KOF Kyo's light punch.

You can play the video frame by frame by pausing it, then using the "." key to advance, or the "," key to rewind.

DC (composite), PS2, and PS3 (component) video converted to the HDMI monitor with an Elgato Game Capture HD.

Dreamcast
- Dreamcast Arcade Stick controller

0:00 - Marvel vs. Capcom 2 - 3 frame delay
0:11 - Street Fighter III: 3rd Strike - 4 frames
0:20 - Guilty Gear X - 3 frames
0:29 - Capcom vs. SNK 2 - 3 frames
0:37 - The King of Fighters 2000 - 6 frames
0:47 - The King of Fighters 2002 - 7 frames

PS2
- CvS2 ASCII Stick FT2 (DualShock 2 used for a couple tests for the sake of comparison)

0:56 - CvS2 - 3 frames
KOF 2003
- 1:07 - interlaced, with DS2 - 3 frames
- 1:20 - interlaced, with ASCII Stick FT2 - 3 frames
- 1:30 - progressive, with DS2 - 3 frames
- 1:41 - progressive, with ASCII Stick FT2 - 3 frames
KOF 2000 (in NESTS Collection)
- 1:51 - main "Dreamcast" version - 6 frames
- 2:00 - "NeoGeo" version - 8 frames
2:09 - Kizuna Encounter (in Fu'un Super Combo) - 4 frames
KOF XI
- 2:24 - interlaced - 2 frames
- 2:33 - progressive - 2 frames
2:42 - KOF 96 (in Orochi Collection) - 6 frames
KOF 2002 UM
- 2:52 - NeoGeo Mode, progressive - 6 frames
- 3:02 - UM mode, progressive - 6 frames
KOF 98 UM
- 3:13 - NeoGeo mode, interlaced - 6 frames
- 3:21 - NeoGeo mode, progressive - 6 frames
- 3:30 - UM mode, interlaced - 6 frames
- 3:39 - UM mode, progressive - 6 frames

PS3
- Hori RAP V Hayabusa 2017 Ver. modified w/ Sanwa buttons

MvC2
- 3:51 - stick set to PS3 - 3 frames
- 4:02 - stick set to PS4 - 3 frames
SF3: 3rd Strike
- 4:11 - stick set to PS3 - 2 frames
- 4:21 - stick set to PS4 - 2 frames
KOF '96 (NEOGEO STATION)
- 4:30 - stick set to PS3 - 5 frames
- 4:40 - stick set to PS4 - 5 frames
CvS2
- 4:50 - stick set to PS3 - 5.5 frames : p
- 4:56 - stick set to PS4 - 6 frames
KOF 98 UM (PS2 Classics)
- 5:06 - NeoGeo mode, interlaced, stick set to PS3 - 8 frames
- 5:17 - NeoGeo mode, interlaced, stick set to PS4 - 9 frames
- 5:28 - NeoGeo mode, progressive, stick set to PS3 - 8 frames
- 5:38 - NeoGeo mode, progressive, stick set to PS4 - 7 frames
- 5:51 - UM mode, interlaced, stick set to PS3 - 7 frames
- 6:01 - UM mode, interlaced, stick set to PS4 - 8 frames
- 6:12 - UM mode, progressive, stick set to PS3 - 8 frames
- 6:21 - UM mode, progressive, stick set to PS4 - 8 frames
KOF XI (PS2 Classics)
- 6:28 - interlaced, stick set to PS3 - 3 frames
- 6:37 - interlaced, stick set to PS4 - 3 frames
- 6:45 - progressive, stick set to PS3 - 3 frames
- 6:53 - progressive, stick set to PS4 - 3 frames
KOF 2003 (PS2 Classics)
- 7:02 - interlaced, stick set to PS3 - 5 frames
- 7:14 - interlaced, stick set to PS4 - 4 frames
- 7:25 - progressive, stick set to PS3 - 5 frames
- 7:35 - progressive, stick set to PS4 - 4 frames
KOF 2000 (in PS2 Classics NESTS Collection)
- 7:42 - Dreamcast version, stick set to PS3 - 8 frames
- 7:50 - Dreamcast version, stick set to PS4 - 8 frames
- 8:02 - NeoGeo version, stick set to PS3 - 10 frames
- 8:08 - NeoGeo version, stick set to PS4 - 10 frames
- 8:18 - duplicate
- 8:29 - duplicate
KOF 96 (in PS2 Classics Orochi Collection)
- 8:38 - stick set to PS3 - 9 frames
- 8:49 - stick set to PS4 - 10 frames

PC
- same Hori controller for input; in "PS4" mode unless otherwise noted
- ROM from Humble Bundle Neo Geo collection in MAME and FBA 0.2.97.40, using BIOS from Humble Bundle Twinkle Star Sprites (BIOS from most other HB games not MAME/FBA compatible); MAME config: -nofilter -bios euro

9:02 - KOF 2000 (in MAME 0.147, vsync off) - 6.5 frames
KOF UM FE
- 9:09 - NeoGeo mode, vsync off - 5 frames
- 9:18 - NeoGeo mode, vsync on - 7 frames
- 9:48 - Ultimate mode, vsync off - 5 frames
- 9:57 - UM mode, vsync on - 8 frames
- 10:12 - UM mode, vsync off, stick set to "PC" - 5 frames
KOF 2000
- 10:21 - in FBA, vsync off - 6.5 frames
- 10:31 - in MAME 0.189, vsync off - 5 frames
- 10:40 - in MAME 0.189, vsync off, stick set to "PC" - 6.5 frames

PS4
- same Hori controller as above

10:51 - KOF 2000 (PS2 Classics) - 7 frames
11:01 - Kizuna Encounter (in Fu'un Super Combo, PS2 Classics) - 5 frames
11:09 - ACA NEOGEO KOF 96 - 7 frames

After filming all the above, added a few more:

11:19 - NeoGeo Battle Coliseum - 2 frames
11:31 - SNK vs. Capcom: SVC Chaos - 4 frames

- Found my monitor was using a 1-frame-delay processing filter (Acer's "ACM"), turned it off:

KOF 98 UM (PS2)
- 11:43 - ACM on
- 11:53 - ACM off
KOF XI (PS2)
- 12:11 - ACM off
- 12:22 - ACM on

- Found out older KOF games had intentional (4?) delay frames added to their normal attacks, and fewer (1?) to their movements, so made a movement test to demonstrate that 3-frame difference (with ACM off):

12:35 - KOF 98 UM (PS2), progressive




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