Patch Notes for October 23rd Update to #SFVAE. Verdict on Input Lag Reduction?
Today, Street Fighter V received its next update following a lengthy maintenance session, during which the servers were temporarily disabled.
Not much has been included in the way of extra content, aside from the opportunity to earn a new costume for the character Nash via the Fighting Chance mode, but adjustments have been made to the conditions tied to earning Dojo Points. According to Capcom, further changes to these conditions may be imminent depending on circumstances.
In addition, the Capcom Fighter’s Network, which governs the online gameplay in Street Fighter V, has been archiving replay data from every version of the game since its launch in February 2016. However, in an effort to improve upon its response time for when players are requesting replay data, Capcom has practically cleaned out all of the timeline data EXCEPT for that of the past three months.
League Points that were lost due to login issues that occurred after the update today have also been restored. If you were among those affected, you should see your lost LP restored to your account upon your next login.
Now for the most significant change of all, one that has prompted a constant exchange among the community…specifically, the reduction to SFV’s input lag that many have waited for.
Not long ago, Capcom dropped a notice informing players that they were aware of the concerns revolving around the response time for inputs to be read, and that their next update would address this. However, they never specified what exactly their approach would be.
As service was gradually restored to the SFV servers today, players immediately logged back on, eager to test the adjustment to the input delay for themselves. For the most part, there appears to be an improvement, but irregularities are still being discovered.
According to Loic “@WydD” Petit, a French community member with a PhD in computer science, there has indeed been a noticeable reduction in the input lag, which was initially measured at around 6.5 frames on the PlayStation 4 version by the @DisplayLag team. It has now been reduced from 6.5 to 4.41 frames, or 73.5 milliseconds, which means that your inputs will now take slightly over a fifteenth of a second to be registered.
A similar result has been presented by the DisplayLag team, whose own calculations have resulted in 5.3 frames of response time for SFV on the PlayStation 4. However, unlike WydD’s calculations, theirs includes the added one frame of delay from the monitor lag, so if we subtract that one frame…their result is actually 4.3.
While both parties consider the results to be an improvement, neither are particularly impressed. In comparison to Ultra Street Fighter 4, Street Fighter V continues to fall behind in terms of response time, albeit not as much this time around.
Another problem that has plagued the product since its launch were the unpredictable occasions where inputs would fail to be registered in-game, hence the phenomenon that inputs practically “disappear into thin air.” While today’s patch has reduced the rate at which this occurs, the issue is still present, much to the disappointment of everyone involved.
For those representing the PC master race, WydD has also conducted a test for the Steam version of Street Fighter V. Apparently the game accepts inputs slightly over a frame faster than its console incarnation…3.19 frames (4.19 if you count the added frame of delay from the monitor), or 53.1 milliseconds, to be exact. Stability in the input system is also significantly stronger at 95%, as opposed to 77% on the PS4, meaning that inputs are much less likely to fail randomly.
Overall, while the changes were not to the extent that many had hoped for, around 4.5 frames of delay is still a welcome change as opposed to 6.5 frames. From here on out, players may find it easier to react to certain scenarios in SFV, such as cross-up jump attacks, punishing dash-ins, and a decreased rate of combo drops due to the improvement in input stability.
This marks Capcom’s second attempt to ease the community’s concerns over SFV’s response time. Their first attempt was near the end of Season 1 in 2016, when the final DLC character for the season, Urien, was introduced to the lineup. At that time, the input delay was dropped from around eight frames to 6.5 for the PlayStation 4 version.
Whether further changes to this will be implemented remains to be seen, but Capcom has promised to continue efforts to further optimize their product. We will update you should we learn more.
In the meantime, if you wish to give Street Fighter V a try for yourself, you can purchase the Arcade Edition for either PS4 or Steam (PC). AE comes with all of the content introduced in Seasons 1 and 2, whereas a separate pass for Season 3 is required to access the newer characters released over the course of the year. We have linked the content below for your convenience.
PlayStation Store - Street Fighter V Arcade Edition
Steam Store (PC) - Street Fighter V Arcade Edition
PlayStation Store - Street Fighter V Season 3 Pass
Steam Store (PC) - Street Fighter V Season 3 Pass
Patch Notes: game.capcom.com
JagoBlake, the author of this article, is an esports enthusiast who just so happens to have a way with words. Whenever he is not scouring the Internet in pursuit of breaking news, he's investing time into his favorite fighting games so as not to appear inadequate in the face of competition. To support his work, follow him on Twitter - @xJagoBlake.
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