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Console Demo Impressions from KSVI

Discussion in 'Console' started by akai, Mar 17, 2012.

  1. akai

    akai Moderator Staff Member Bronze Supporter

    PSN:
    Akai_JC
    XBL:
    Akai JC
    Some quick notes from twitter and a couple of blogs from players in Japan demoing the console version of the game. There is no new features revealed that is not already noted in VFDC. The players did get to check out License Mode, but their was only two rudimentary challenges to try out. This is mostly the impressions of various players on how the game compares to the arcade version:

    Kaeka Neko's Blog Entry Thanks to JKS for this link on shoutbox.

    paitan.exblog.jp Blog

    2 setups at KSVI - Both Xbox 360 and PS3 hooked up Sony Bravia KDL-40EX720. Controllers used were: Real Arcade Pro V3 SA direct connection for PS3 / Real Arcade Pro.VX SA for 360.

    There were no complaints on how the game animates compared to the arcade version. However, it was obvious to the players that the screen was responding slower to their inputs compared to the arcade version. They also note that their was a noticeable difference between the PS3 and 360 version. It was mentioned they were frustrated on how they could execute a combo normally in the arcade version but had some difficulties on the console versions.

    All the sources mention they do not know whether the differences between the arcade version and console version are due to the TV or due to the game demos/systems itself. They also seem to agree that the console versions are incomplete.
     
  2. Shidosha

    Shidosha Well-Known Member

    PSN:
    I_Am_Shidosha
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    Ur Not Shidosha
    what was missing? what did they feel was missing? more data!
     
  3. Kamais_Ookin

    Kamais_Ookin Well-Known Troll

    PSN:
    Kyooboona
    XBL:
    Kamais Ookin
    I think the TV's were the problem in terms of the response time issue, I hope so anyways!
     
  4. Feck

    Feck Well-Known Member Content Manager Akira

    I just hope it's the TV's or cables used, there's not enough evidence to suggest otherwise.
     
  5. westtrade

    westtrade Well-Known Member

    Well I hope the build of the game that was used had a bug in it and it was not in fact the TV or cables that caused the issue.

    IF the game has a performance bug, the devs can sort that out and fix the issue. But if the devs dont find the bug in the code, then that will mean End Users will have to make sure that the TV or cables that they already own will work correctly with the game.
     
  6. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    This reminds me of something I always encounter whenever I go to Japan. The timing in the arcade feels different to that of consoles, and it always takes me a good amount of time to adjust.

    I suspect these guys are encountering the exact same thing, but in reverse.
     
  7. akai

    akai Moderator Staff Member Bronze Supporter

    PSN:
    Akai_JC
    XBL:
    Akai JC
    Nikujaga Blog Entry - On the lower left corner of the character select screen - Dural was playable on both console versions.
     
  8. Feck

    Feck Well-Known Member Content Manager Akira

    Knew that empty spot was for Dural [​IMG]
     
  9. Kruza

    Kruza Well-Known Member

    XBL:
    Kruza


    I'm no kind of video tech wizard whatsoever. But I think this issue has something to do with the dual-link Digital Visual Interface set up that's common for the Lindbergh hardware arcade cabinet monitors as opposed to High Definition televisions which utilize a single-link DVI device that connects with an HDMI device. Assuming all surrounding elements are identical, visual output displays come out slightly faster in the dual-link DVI set up in comparison to the single-link set up which likely affects the speed and timing of the user control input response transferring to screen. (I'll leave it to a TV/monitor video tech wizard to break it down much further than this.)

    I would speculate that any instantaneous visual cues and/or visual references that are followed to help a player time up his/her command inputs to pull off a combo on the arcade version of VF5FS cannot be used to pull off that very same combo under the very same circumstances/situations while playing the game on an HDTV. Thus arcade players who are acclimated to playing VF5FS on Lindbergh hardware monitors would have to adapt to this issue by inputting certain commands a tad sooner than they're accustomed to on an HDTV since visual output comes out a hair slower on HDTV in some cases.

    This is just my <span style="text-decoration: line-through">wacky</span> theory on the matter.

    Kruza
     
  10. Azusabo

    Azusabo Well-Known Member

    The issue is more than likely because the console versions of VF5 Vanilla are natively output in 720p, 60fps. I doubt for the console versions of FS they redid the output natively at 1080p. The Lindbergh arcade version was also natively 720p, as are the Lindbergh LCDs. VF5 arcade was designed to have no input lag. The console versions are 720p ports.

    What you get on a 1080p display is upscaling lag from a 720p output. The best display to play VF5 console version is a native 720p one. I posted and tested this when VF5 first came out. Visually, things happen at different times on the screen depending on the display type.

    The Sony TVs Sega used also have a feature called Motionflow designed to improve image quality. If they didn't turn off Motionflow on the Sony TVs, that would introduce 100ms or more of lag (1/10 of a second, 6 frames plus). There are forum posters complaining that Sony didn't make it obvious for gamers to shut off this function.

    Since the Sony TVs were identical, the perceived speed difference in console versions was probably due to the anti aliasing differences in console versions. VF5 on the Xbox 360 had better AA than the PS3 version. I doubt Sega changed any of this when updating console VF5 Vanilla to FS. Even with Motionflow on/off, the Sony TVs will treat the 720p images from the XBox 360 and PS3 differently as they attempt to upscale to 1080p and make the image look as good as possible.
     
  11. Kruza

    Kruza Well-Known Member

    XBL:
    Kruza
    Heh, this explanation makes a hell of a lot more sense than my theory. Thanks for the info, Azusabo.

    Also, I assume by your post that it would be wise for Sony Bravia LCD TV owners to always shut off Motionflow whenever playing fighting games or any other type of videogames playing on them because of the apparent additional lag this feature causes. Is this the case?

    Kruza
     
  12. Azusabo

    Azusabo Well-Known Member

    Yup, better to have it off Kruza . Haven't seen you in a while man.
     
  13. EmX

    EmX Well-Known Member

    gg input lag
     
  14. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    Kruza and Azusabo, thanks for the explanations.

    My feeling is that all of us that are already used to the console version won't notice any difference at all. Case in point: I don't recall anyone who played the FS demo at Final Round in Atlanta complain about the off-timing.
     
  15. Manjimaru

    Manjimaru Grumpy old man

    PSN:
    manjimaruFI
    XBL:
    freedfrmtheReal
    If HD televisions have any of the graphical enhancement /motionflow/whatever crap on, I guarantee even a scrub player would notice the difference. That kind of lag is totally unplayable.

    Thanks to Azusabo for some indepth explanations though! This kind of stuff is good to know, as display setups in various console tournaments vary so much, its hard to know what kind of displays are reliably lagless.

    I know that scaling causes lag, but I didnt know how much.

    Also some organisers (WCG cough) are so fixed in using a TV with a console that they dont even consider using monitors. Monitors as a whole are much better lagwise in my opinion than TVs, due to less random display options crap.
     
  16. Jide

    Jide The Super Shinobi Silver Supporter

    PSN:
    Blatant
    I checked a few places. Apparently the EX series are really good in game mode. 1/2 frames of Input Lag. Again unfortunately no mention of resolution/hdmi/vga.

    You'll be really able to tell if Motion flow is on especially for something like VF. You'll often see the the picture frame skip at times.

    Fingers crossed there is nothing wrong in the end. But didn't LA Akira mention there was some weird issues even with the 360 version compared to Arcade. (Shun Combos)
     
  17. Dennis0201

    Dennis0201 Well-Known Member

    Is it necessary to setup console display down to 720P instead of FullHD? Should I turn my TV "GAME MODE" on or just leave it? The purpose is to reduce the chance of input lag. Thanks.
     
  18. dkn29

    dkn29 Member

    PSN:
    dkn29
    XBL:
    dkn29
    Yeah, most HD fighting games out there are inherently 720p, so you should limit your 360 or PS3 to just 720p when playing these fighting games. Turning on "Game Mode" on your TV can only help reduce the input lag.
     
  19. Dennis0201

    Dennis0201 Well-Known Member

    It maybe depends on the display, and I never encounter this situation.
     
  20. Chief_Flash

    Chief_Flash Well-Known Member

    XBL:
    T1L ALL AR3 0N3
    yeah i didnt have any problems with the demo at final round. every input seemed to come out without me thinking about timing issues.
     

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