Credit where credit's due: Ultra Street Fighter IV's much-needed v1.02 patch has arrived fast after last week's launch catastrophe. The 161MB update β which comes with a set of notes almost as long as Chun-Li's legs β incorporates several improvements to the game, including a fix for the dire menus which previously functioned at half-speed. We can confirm after booting the title that things are running much better in that department now.
There's no mention of the input lag, which is one of the things that this version of the game was supposed to address. However, according to the patch notes, developer Other Ocean Interactive has tackled the game's invisible fireballs, as well as Decapre's wonky teleportation animation. Various online issues have also been solved, while the title's anisotropic filtering has been tweaked, resulting in much clearer backdrops.
Having booted the game up for a few minutes just to check the tweaks, we can confirm that arenas such as the Training Stage are looking much less blurry now. It feels to us like the aforementioned input lag is still present, however, but we'll need to wait for some more definitive tests to see if that's the case. Given that the flaw isn't mentioned in the patch notes, we suspect that it'll be solved in a future fix.
This appears to be a step in the right direction, then β and has arrived quickly. Alas, there still seems to be a way to go before this port is up to tournament standards.
Ultra Street Fighter IV PS4 v1.02 Patch Notes
- Reduced Interface lag within menus
- Addressed disappearing projectiles
- Fix Decapre's teleport animation
- Fixed missing SFX for Red Focus Attack
- Fix Rolento audio glitch during victory screen
- Fixed Akuma's stomp SFX not playing
- Addressed bottom portion of the ON/OFF text being cutoff under the graphics setting in the Options menu
- Removed extra character that was sometimes displayed in the Leaderboards at the end of a player's name even if they have not set it to be there
- Fixed issue when seeking an arcade match-up with LAN cabled disconnected, and then starting up training results in a message ID being displayed
- Addressed online IDs not appearing correctly
- Addresses issue when changing the HP bar's HUD position in Options, the Online ID HUD positions does not move with it, and is displayed at the default position
- Anisotropic Filtering (AF) changes to decrease blur
- Fixed appearance of white box after backing out of a command list menu
- Addressed Fight Request in Arcade Mode (Arcade | Arcade)
Comments 9
Well, it's like you said @get2sammyb it's a step in the right direction. Still it should have never been released in that state to begin with.
So it wasn't finished... lol....seems the " ship it at all costs" mentality is everywhere.
Its certainly present in my workplace and is a disaster, we spend ages patching everything.... Damn salesmen and their deadlines.
@Tasuki Yeah, you can't really praise the developer, because it shouldn't have been this way in the first place. Having said that, I always find if something goes wrong, a quick response is the best you can hope for - and this has been prompt.
Works great. Yay!
@get2sammyb Yeah I will say that, that it was pretty quick that they dropped the patch. I just want the input lag fixed that's my main concern.
I bought the game and played it before I saw the online backlash. To tell the truth, apart from the very slow menu, I didn't really notice something else. It may be because I never played another iteration of the game though.
I just played for about 30 minutes and it's definitely much better. Apparently the input lag has also been reduced, but only fractionally: https://twitter.com/DisplayLag/status/606171911253417984
Makes you wonder, though - if they've managed to tidy it up this much in a week, why didn't they just delay it for a little while and avoid all of the negative press?
@get2sammyb Probably because they would have got a backlash from players for the delay. In cases like this it's a no won situtation. In my opinion game developers need to stop saying release dates cause gamers nowadays take that as a promise. They should keep it vague and say 2015 or summer 2015 something like that rather then an actual date. That way people don't go all crazy when May 25 comes around and the game is broken or delayed for fixing.
Is it just me or did it seem like the colors had been over saturated before the patch, and now post-patch, it's back to normal?? The reddish skin tones and lack of neutrals kinda looked out of place, don't know if I am the only one to have noticed this.....thankfully it seems to have been re-calibrated back to normal levels.
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