Platform holder Sony, fighting game tournament EVO, and engine maker Epic Games all said they would come together to solve PS5’s input lag problem – and it’s happening. After promising early signs with MultiVersus, developer Arc System Works said over the weekend that a new patch would improve the latency of its popular fighting game Guilty Gear Strive on the new-gen console.
And here are the results:
Further testing shows that it’s now the best console version of the game. You can see above that in 4K on PS5, the input lag has effectively been cut in half with the latest update. Understandably, it’s still not as responsive as the PC version in 1080p, but this is a much more palatable read for pro players. Looks like the aforementioned companies have delivered on their promise.
[source twitter.com]
Comments 6
Just for additional perspective - I saw some data for PC @60Hz (not sure if most PC users use that or higher these days) and it was actually similar to PS5.
So looks like you need a higher refresh rate to benefit from playing on PC.
Also: the PS4 Pro data in this chart is from an old version and it looks like it was also slightly reduced in this one (and it's pretty much the same as PS5). Of course, the PS5 version offers higher resolution and faster loading, as well activity cards support etc but if you're still on PS4 Pro, you'll be fine too
This is definitely good news, though my fighting game problems are more from skill lag than input lag. It would be interesting to see an in depth explanation of how they managed to pull this off.
I'm obviously not a pro player but I played Strive earlier and it did feel a bit more responsive. Might just be power of suggestion, but I felt like my inputs were registering better — especially when performing special moves one after another.
@Voltan this is kinda misleading. Only with vsync on are Pc and PS5 comparable in input lag. Even with it on it's a 23.06 ms difference.
@Joyfultoad I'm just saying what I saw in another chart. These aren't exactly large scale tests so it's possible that someone had different results. Unfortunately I don't remember who posted it, but I'll get back here if I see it again.
@Voltan That's a good point. Especially considering the refresh rate had such a large impact on input. Probably worth trying lots of different hardware. Sorry I was just being pedantic.
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