Never forget that the way to calculate input frame delay on console is not accurate. He's wrong, there are much more than 1 frame of input lag between the STV/Saturn (same on both) and X360.įor me there are 2 or 3 frames of difference but not 1. Mark lag tested this for his review and this is what he came up with. I'm personally making it my mission to get a 1CC on this version now as soon as it's back up _įormerly known as 8 1/2. Be aware of the facts, yes, but holy hell the difference between 3 and 4 frames of input lag is not something that anyone without hundreds of hours on a particular title will be able to notice. I hate to see people feeling like they have to self-own and say things like, "Well, I'm not that hardcore, or not that good, so it's probably going to be good enough for me." I hear this a lot lately (even in this thread already) and it's getting a bit strange. I think it's perfectly fine to do these tests, and I personally love the deep-dives, but I sometimes worry that we've gotten a bit lost in this discussion. There's simply less travel time, and at something like 4.5 to 5 frames, your brain will adjust very quickly. Having spent a ton of time on the ACM-V lately, it was much harder to adjust to the speedy games like APB than something more methodical like Outzone. Perhaps there are better ways to play Radiant Silvergun, but this seems to be very much "average" and I'm also of a mind that slower-paced games are less touchy with input lag. I've never heard anyone complain about latency in the Dreamcast port of Ikaruga, yet there it is at a whopping 4.5! Just wanted to remind us of Shmup Junkie's lag comp from a while back that looked at Ikaruga on Switch vs Dreamcast:Įven if Mark's analysis is correct (though his averages are a bit higher than Junkie's) I would say we're still looking at a solid version. The fact is there's no good emulator for STV/Saturn in 2022. It's still way better than Mednafen in this regard. Mame's STV emulation is still very far from perfect and for some reason it feels laggier than it should (on a Groovymame+CRT setup, but you can't set frame delay high enough given this driver's demands). I agree that any input lag test must mention how exactly it's been made. It's quite a memorizer and slow-pacer but there're indeed not few moments of precise dodging to be done and input lag is the last thing you want there. For me slow pace means that a good plan is way more important than reflexes, barely anything in this game happens too fast to react to. I find it interesting that your opinion of this is the exact opposite of mine. Hope they got it right because more people need to experience this truly wonderful game. The pace is slow and the dodging with the later bosses is intense. This is a game where lag really does make a big difference. It's a moot point right now anyway, since I didn't buy the game during the brief window it was available. So this amount of lag is really on the borderline for me. I generally don't notice lag of 5ish frames or below, because I'm a scrub who sucks at shmups either way. Unless the game has reduced lag after Live Wire relist it (anything is possible, I suppose,) the current build of the game seems to be comparable with XBONER backwards-compatibility using the old port. As Mark said in his video, running the xbox 360 port in backwards compatibility on XBONER adds an additional frame of lag, putting that port at 5 frames too. So a frame from 4 frames is 5 frames, obv. Switch, in general, adds about a frame of lag to any normal porting job unless the team engage some black magic hax to fix it. The xbox 360 version is 4 frames and this is the same version adapted to switch. So it's pretty much what I expected for a normal port, but far short of the quality for a Live Wire port.
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