Arcade Edition Pc Lag
I'm not sure if I'm the only one here but for some reason, whenever I turn on VSync in SSFIV AE (this covers a few other games too) I get input lag. My system is very much capable of running SSFIV AE at max settings at 1920x1080 without dropping a single frame below 60FPS.
Pc Arcade Machine
When I turn on VSync, its not as if I'm dropping frames because the framerate is still the same but the inputs become sluggish. I have the latest graphics card drivers for my GPU, all latest updates for Windows 7 Ultimate SP1 x64 and monitor drivers so I don't know what could be wrong. I've tweaked my monitor settings to have the fastest possible response time, I have also experimented by using an HDMI cable instead of DVI but it made no difference.
With that in mind, this Duo developed a tool to remove this frame of input lag from the PC version. Arcade Edition. February 6, 2018. Potential PC Lag Fix? Program Files (x86) Steam steamapps common super street fighter iv - arcade edition If you choose to go ahead with this fix.
I know some might suggest to just leave it off but SSFIV seems to have obvious bad tearing issues so it does decrease the quality of the look of the game. So is there any way to fix this issue? These are my system specs: OS: Windows 7 Ultimate Service Pack 1 x64 MB: Gigabyte GA-790XTA-UD4 CPU: AMD Phenom II X4 965 Black Edition (.42Ghz) GPU: XFX ATI Radeon HD 5850 XXX (GPU clock: 755Mhz / Memory Clock: 1125Mhz with latest 12.1 drivers) RAM: 4GB Corsair Dominator PSU: Corsair TX650 Monitor: Viewsonic VX2260WM. To be honest sync is not something to improve the rendering for everyone, it's only a matter of monitor. If your graphic card provide more frames than the monitor can render at his rate, some frame will drop, but this effect is relatively rare with our monitors and card today.
Just turn it off. No need to add more work for the card to run slower than it can. You'll never notice the missing picture frame if ever you're in this situation. And I'm quite sure input frames aren't relative to picture frames, I mean missing pictures doesn't mean your input is lost. That's really uninformed, and half of it is just generally untrue. Actually, a lot of cards in today's market (on NVIDIA's side anyway) perform better when they're given heavier work loads (this depends on the game and your CPU though.) Anyway, D3DO doesn't help with the input delay.
Changing the maximum amount of frames rendered ahead doesn't either (this won't affect anything unless your card is struggling to run the game?) Just have to turn Vsync off unfortunately. There is no input lag if you turn Vsync off and your computer is perfectly capable (well, same amount of input lag there is with a TE and a 360.) Capcom must have done something unusual because when Vsync is on, the input lag is really terrible in my experience.like, anyone who plays the game could notice it immediately. Most mid to high machines can run this game at 120-250FPS so I doubt it's Vsync putting too much strain on the card.
Monitor delay doesn't seem to be the cause either. That's really uninformed, and half of it is just generally untrue. Actually, a lot of cards in today's market (on NVIDIA's side anyway) perform better when they're given heavier work loads (this depends on the game and your CPU though.) Anyway, D3DO doesn't help with the input delay. Changing the maximum amount of frames rendered ahead doesn't either (this won't affect anything unless your card is struggling to run the game?) Just have to turn Vsync off unfortunately. There is no input lag if you turn Vsync off and your computer is perfectly capable (well, same amount of input lag there is with a TE and a 360.) Capcom must have done something unusual because when Vsync is on, the input lag is really terrible in my experience.like, anyone who plays the game could notice it immediately.
Most mid to high machines can run this game at 120-250FPS so I doubt it's Vsync putting too much strain on the card. Monitor delay doesn't seem to be the cause either. Vsync is supposed to generate more input lag if more frames are generated by the gfx card and then cut down to the monitor's refresh rate.
Street Fighter 4 Arcade Edition Pc Torrent
Try limiting fps to 62 with MSI's Afterburner latest beta, turn off antialiasing in-game (which I found is REALLY adding input lag even at 110fps), turn on Vsync in-game. Please report your experience. Allow me to intervene. The arcade version of the game has Vertical Sync. The game was developed with Vsync in mind.
It has input lag. An input lag you'll only notice if you play the game with vsync off once. Every single game in the world has input lag from Vsync. No exceptions.
You'll notice particularly in the mouse movement. Turn it on and get used to it. It took me quite a while to understand if it was just me or not, but it's the way the game was made.
No fighting game has Vertical Sync off. Not entirely. You might see a little tearing here and there on the consoles, but that's not due to the vsync. I'd go through the reasons why, but it's not relevant to this thread. Just get used to the game with vsync on. Stop playing with it off, since the tearing will cut a shit ton of frames.
The game's Vsync has a constant, consistent lag that won't change (unless, of course, it dips below the 60fps mark). With it off, you'll have inconsistent ups and downs, and repeated frames going batshit juxtaposing themselves, thus ruining the gameplay experience. It's not slower than the consoles. It's still faster. It's the perfect port for a reason. Again: get used to it.
Playing Quake3? Turn Vsync off. Vsync turned on with the PC version feels a hell of a lot different than playing at the arcade. The 360 version feels pretty similar to the arcade; the PS3 feels a little.off.but it's pretty easy to adapt to.
So I'm going to say that isn't true (being a perfect port, anyway.) What ATi says makes sense so I'm going to assume it's true (because I am too lazy to bother testing it) but the input delay with Vsync turned on with PC is beyond what is expected. This isn't 3-5f of lag; it feels like 8-10f.
Also, seeing the above post, I have my PS3 & 360 right next to my computer as well, though the arcade is about an hour away from here.so.yeah. I'm using nVidia, and I used amd before (my 560ti is 3 months old). Just turn on Triple Buffering on the nV control panel. Or download D3DOverrider, add your sf4 executable to the table and keep d3doverrider running while playing.
There's always input lag. Without triple buffering it's just worse. Triple buffering forced through D3Doverrider increases input lag because it's a DirectX implementation: frames are queued but not discarded. It makes the motions on the screen smoother though.
Triple buffering is also kinda useless if your system is able to mantain 60fps as a minimum, and in the case of SSF4, it should. Limiting the FPS to 62 with Afterburner helps much more, just try it. Triple buffering forced through D3Doverrider increases input lag because it's a DirectX implementation: frames are queued but not discarded. It makes the motions on the screen smoother though. Triple buffering is also kinda useless if your system is able to mantain 60fps as a minimum, and in the case of SSF4, it should. Limiting the FPS to 62 with Afterburner helps much more, just try it.
According to the steamforums, everyone was happy as soon as they forced triple buffering either through nVidia Control Panel or D3DOverrider. They claimed: no input lag. I won't even touch this subject anymore. Just swapped my sanwa for seimitsu, was fooling around on the PS3 for a few hours, jumped on the PC, and it's smooth as butter. There's a program out there called dxtory. It includes a 'frame limiter', which i've found very helpful with eliminating input lag in most games.
For some reason limiting the number of frames to just below your refresh rate seems to get rid of any frame buffering which might be going on. I set my max frames for 58 (on a 60hz lcd), and it makes a noticeable difference.
I pretty much leave dxtory on all the time. It's great for schmups, fighting games, fps's, and pretty much everything. Input lag was driving me crazy for years until I discovered this program. With some games it makes a greater difference than others. I just thought folks here should hear about it. Edit: this implies that vsync is set to 'on' in most games. Limiting the frames helps decrease vsync lag.
I finally got the game working and this is definitely noticeable. Nothing in the graphics settings seems to help. I have a PS3 hooked into the same TV via HDMI and it doesn't feel this laggy. It really screwed with me today. Tripple Buffering OFF? Framerate FIXED? Any framerate & temperature monitor programs turned off?
Like EVGA Precision/MSI Afterburner/RivaTuner for example. I found out that if you turn EVGA on, you always get around 58-59 frames. Turn it off and it become smoother, but still a bit laggy. Only when I go to Task manager to turn off RTSS.exe (the process to monitor your framerate and stuff), the game suddenly back to it designed speed, fast and steady. Tripple Buffering OFF?
Framerate FIXED? Any framerate & temperature monitor programs turned off? Like EVGA Precision/MSI Afterburner/RivaTuner for example. I found out that if you turn EVGA on, you always get around 58-59 frames. Turn it off and it become smoother, but still a bit laggy.
Only when I go to Task manager to turn off RTSS.exe (the process to monitor your framerate and stuff), the game suddenly back to it designed speed, fast and steady. Runs like a dream.
That's actually wrong. Triple buffering is meant to REDUCE input lag and that is exactly what it does. Triple buffering is meant to make you able to use V-sync without the obvious disadvantages. See: for an interesting read.
Dude I read that article and many others. If you read between comments you will also discover what I said, that the proper implementation of triple buffering is currently only available in OpenGL. That implementation allows the frame buffer to discard outdated frames. In DirectX, instead, frames cannot be discarded, so they are queued.
Queueing older frames is what generates input lag. To sum it up, it is useful to use TB in Directx just when the FPS generally drop below the refresh rate value (60, 120); that helps with smoothness. In case FPS are always above that limit, it's recommended to keep double buffering and eventually limit the FPS to a value close to 60. Sorry to resurrect this old thread, but I've been having mondo trouble with my PC version of SSFIV since I reinstalled my OS recently.
Ever since reinstalling I get terrible lag with v-sync on. And yes I'm well aware that v-sync always causes some lag, but this is not typical v-sync lag. It is way worse than normal v-sync lag.
It 'feels' very different to my Xbox version and how it used to be on my PC until recently. When I turn Afterburner on it says my FPS is 50 with v-sync on. That's very unusual to me because I thought v-sync always capped at 60 FPS (or maybe 30 if you're machine is struggling). I'm using the latest drivers and the lag is apparent with both my TE and my keyboard. I've tried it with and without Afterburner (incl. Afterburner's frame rate cap).
Nothing seems to work. If I disable v-sync I get a steady 60 FPS but also a lot of screen tearing, which I don't want. The issue is not with hardware limitations because all my gear is pretty new (i5 2500k/7970).
I just don't understand how it can be running fine on this setup one day and then the next, after a reinstall, be completely different. I'm guessing it might be something to do with drivers? I don't know.
BTW, here's a video (note that Afterburner doesn't capture screen tearing, but there was some after I went back to no v-sync).
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