• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

Ultra Street Fighter 4 PS4 patch is live

blackjaw

Member
Anyway...
I don't buy digital games, and if this requires 10 patches to play properly, then it's a digital game...
I'll stick with my PS3 edition, thanks!

Doesn't the PS3 version need patches...which makes it...a digital game (according to your logic).

Odd...

TOP OF PAGE:

Is the game serviceable for online play now?
 

RedAssedApe

Banned
So...is it worth it to buy it now or should i wait more?

depends? if you're a casual player or first time player it was probably ok for you to buy it at launch as you wouldn't have anything to compare it to or even if you did you might not notice the gameplay lag and enjoy it all the same.

if you're a "hardcore" player who is used to playing the 360 version and any deviation from that bugs you then probably no. tournament players...definitely no
 

luffxan

Member
Glad to see they're pushing updates out quickly
kinda
hopefully they keep it going on a weekly basis. The game definitely needs it.
 

Hustler

Member
The game really does play better than prior to the patch. I still notice a bit of input lag, but the overall presentation is much better. I wonder why these issues weren't caught before hand. Seriously, have a handful of pros play it before release and they'll point out all the issues. Easy QA.
 

Dr. Kaos

Banned
I'm looking at the video game input lag database http://www.displaylag.com/video-game-input-lag-database/

and i see that Guilty Gear Xrd Sign PS4 has 5.3 frames lag (89ms) and USFIV PS4 has 7.2 frames lag (119ms). Is it that much of a difference?

What is a good input frame lag goal? 5 frames? what did Capcom advertise?

Capcom advertised a decrase in latency compared to the 5.1 frames of the 360

We're getting 7.2 frames, a 41% INCREASE (!!!) in latency over the 360. Wawawiwa! That's enormous. 41% increase instead of a decrease. Just let that sink in. It's a failure of monumental proportions.

Yes, better netcode than ps3.

No. You speak untruths and should repent your sinful ways.

To everybody else: don't take anybody's opinion on latency except people with slow-mo cameras and top SF players.
 

RedAssedApe

Banned
Capcom advertised a decrase in latency compared to the 5.1 frames of the 360

We're getting 7.2 frames, a 41% INCREASE (!!!) in latency over the 360. Wawawiwa! That's enormous. 41% increase instead of a decrease. Just let that sink in. It's a failure of monumental proportions.



No. You speak untruths and should repent your sinful ways.

To everybody else: don't take anybody's opinion on latency except people with slow-mo cameras and top SF players.

arcade perfect input lag though :)
 

lupinko

Member
I don't see input lag every becoming gone. Even the 360 version has some does it not, and that's the "optimal" version?

That could mean they can reduce input lag in hopes to put it on par with 360, and really that's all that is required.

Yes, the 360 game also has input lag but nowhere as bad as PS3 and PS4.

Optimal is Arcade / PC.

360 is just esports standard because everyone not Japan doesn't have arcades and FGC doesn't do PC on a wide basis.
 

Faustek

Member
So if I'm getting this right I should keep on getting owned in Xrd instead of getting beasted in USF4?
I can live with that. But still, this isn't good. Was looking forward to having fun with SF again. Here's me hoping Sony learned their lesson :|
 

RobRSG

Member
No. You speak untruths and should repent your sinful ways.

To everybody else: don't take anybody's opinion on latency except people with slow-mo cameras and top SF players.

I've switched from PS3 to PS4 the moment the update went live. And believe me, playing with the same people I'm having better results in PS4. If you don't take my opinion as valid, that's your problem only.
 

Gamespawn

Member
Yes, the 360 game also has input lag but nowhere as bad as PS3 and PS4.

Optimal is Arcade / PC.

360 is just esports standard because everyone not Japan doesn't have arcades and FGC doesn't do PC on a wide basis.
I thought arcade/ps4/PS3 are the same...
 
Capcom advertised a decrase in latency compared to the 5.1 frames of the 360

I think they advertised a decrease compared to the PS3 version which was known for having more input delay than the 360 version. Apparently they got it wrong and are still a little worse off. Hopefully that gets fixed because I still think the PS4 version gets used in the 2015 CPT at some point. Personally the input lag doesn't bother me and I play Evil Ryu who has plenty of important 1f links. I'm still hitting the ones I normally hit and having trouble with the ones I normally have trouble with.
 

lupinko

Member
I thought arcade/ps4/PS3 are the same...

I can do more links easier on 360 than PS3, but I can do the links even easier on Arcade / PC.

It should be noted that the arcade setup also matters.

I played Arcade SF4 on bad laggy setups in Vancouver, and they were ass. But the arcade setups here in Japan don't have that shit standard setup, so there isn't any issue and I can do things with minimal effort and ease.

Same applies to PC.

To quote DreamTR, console is teh suck.
 

gilley

Member
Using the same test methods that got me 6.3f and 6.4 frames input lag on two different tests using a TE2 on PS4(and 3.5f input lag on 360), I got...

4.87f and 4.84f on PS4 using TE2 for patch 1.02
 
Your new results have PS4 with slightly less lag than the PS3 version now. Which is a good step in the right direction. Hopefully the can knockoff at least one more frame and I think people would be satisfied with that.

Display Lag still has the PS4 version with slightly more input lag than the PS3 version. Any idea why that is?
 

GnawtyDog

Banned
A lot of them, but since they didn't mention input lag one of the biggest issues might still be there

Has anyone measured the lag difference between the PS4 and Xbox 360?

Using the same test methods that got me 6.3f and 6.4 frames input lag on two different tests using a TE2 on PS4(and 3.5f input lag on 360), I got...

4.87f and 4.84f on PS4 using TE2 for patch 1.02

I see...
 

gilley

Member
Your new results have PS4 with slightly less lag than the PS3 version now. Which is a good step in the right direction. Hopefully the can knockoff at least one more frame and I think people would be satisfied with that.

Display Lag still has the PS4 version with slightly more input lag than the PS3 version. Any idea why that is?

I don't know why they show it to have slightly more than PS3 version. When I loaded up the patch, I could immediately do combos without any trouble. I could feel it was really close to the 360 version, but not quite there. Usually I have to adjust a bit going between 360 and PS3.

After I played with some combos, I started testing the input lag and my results pretty much confirmed what I felt from playing the game. There's just slight input lag now.

I usually play on 360 BTW.
 
As much as Sony, Capcom, have been bashed for this I hope we can give them some praise for the quick turn around and what seems like a pretty hefty patch list. Hopefully this will continue to receive patches over the next couple weeks until is is EVO approved.

Of course the patch doesn't make up for this not being ready for release but props to them for responding quickly and getting things ironed out.
 

Duxxy3

Member
As much as Sony, Capcom, have been bashed for this I hope we can give them some praise for the quick turn around and what seems like a pretty hefty patch list. Hopefully this will continue to receive patches over the next couple weeks until is is EVO approved.

Of course the patch doesn't make up for this not being ready for release but props to them for responding quickly and getting things ironed out.

It'll get better, but they've already said they won't go back on their decision to use the 360. Could be completely fixed and they won't change again.
 

nded

Member
Good to see it's getting better. I was kinda amused at all the hysteria about this being impossible to patch.
 

zoobzone

Member
It seems background sounds in certain stages are still broken.

ie. the Airfield stage, when the aircraft begins the move, the sound from the propeller is louder than everything else in the game. The gunshots in that stage can be quite loud as well.
 

HORRORSHØW

Member
the input delay is much better, as is the AF. i haven't run into any glitches before the patch so can't comment on that.
 

DryvBy

Member
The worst thing for me has been the menu volume vs the game volume. If I have the menu at a normal volume, the game is almost mute. It's really ridiculous.

Has this been fixed or am I the only one having this issue?
 
Using the same test methods that got me 6.3f and 6.4 frames input lag on two different tests using a TE2 on PS4(and 3.5f input lag on 360), I got...

4.87f and 4.84f on PS4 using TE2 for patch 1.02

Nice! so they improved input delay by decreasing 1.5 frames in this patch but they did not mention about this at all in change log.
 
I was playing this all night last night and the game now feels exactly the same as any other version I've played (went from 360>PC>PS4). I'm sure there's still input lag issues but I haven't noticed them and I can still hit one frame links reliably so I'm happy with it for now.
 
Digital Foundry's take on the patch:

UPDATE June 4th, 9:00am: After just one week on the market, the PS4 version of Ultra Street Fighter 4 has received its first patch bringing with it a host of improvements and changes designed to address complaints in the original release. Straight away, we noted that the menu system has been bumped up to a proper 60fps, making a world of difference during navigation. The patch notes mention changes to anisotropic filtering to "decrease blur" but it would appear this effect is applied only to specific stages. Namely, the training stage is now much cleaner with higher quality texture filtering that almost completely eliminates the issue. Unfortunately, this does not appear to be a global change as most other stages that we tested appear identical to our tests prior to the patch. Anti-aliasing also remains missing in action, while the low resolution transparency effects also appear unchanged.

A number of players are already putting the game through its paces and reporting a decrease in input latency. Running a quick trial on our own setup, there does appear to be a tangible decrease in latency across the board. Using the same technique detailed below, this updated version appears to reduce latency by one frame, or roughly 16ms.

The patch also addresses other issues such as disappearing projectiles, various UI issues, and Decapre's teleport animations. We can't say for sure if all of these issues have been fully corrected but we didn't encounter any missing Sonic Booms during our session, which is a good sign. That said, Decapre's Air Scramble still comes out at a different angle compared to the other versions of the game. We also noted minor issues with the audio mix with certain sound effects seemingly playing louder than they should.

At this point, version 1.02 is looking pretty good and feels more like the version we should have had at launch. Issues remain and unfortunately, the PS4 port still doesn't feel like the definitive edition we were hoping for - but at least progress is being made in improving the product.
 

Nocturno999

Member
I thought at first it was a placebo effect but it's nice that these tests corroborate what I thought, game play feels much better. Does the latency matches the arcade version now?
 
It's hilarious to think that if they'd only waited a week the reaction to this game would be drastically different but I think the damage has been done in a lot of peoples perceptions of this game, now.
 

jurec84

Unconfirmed Member
It's hilarious to think that if they'd only waited a week the reaction to this game would be drastically different but I think the damage has been done in a lot of peoples perceptions of this game, now.

The culprit might be shitty QA, not the lack of time ...
 

Ninja Dom

Member
I don't know why they show it to have slightly more than PS3 version. When I loaded up the patch, I could immediately do combos without any trouble. I could feel it was really close to the 360 version, but not quite there. Usually I have to adjust a bit going between 360 and PS3.

After I played with some combos, I started testing the input lag and my results pretty much confirmed what I felt from playing the game. There's just slight input lag now.

I usually play on 360 BTW.

You're not Sean Gilley of those old famous Street Fighter 2 Guile combo videos are you?
 

Chev

Member
It's hilarious to think that if they'd only waited a week the reaction to this game would be drastically different but I think the damage has been done in a lot of peoples perceptions of this game, now.
That's assuming those bugs were already noticed and thought important, but the very fact it was released with them while it was hyped as the superior version means they weren't. Had they had one more week, they wouldn't have changed anything. The terrible feedback was essential in making them correct those bugs.
 
That's assuming those bugs were already noticed and thought important, but the very fact it was released with them while it was hyped as the superior version means they weren't. Had they had one more week, they wouldn't have changed anything. The terrible feedback was essential in making them correct those bugs.

Normally, I'd agree with you but a patch takes more than a week to get through cert so the sad fact is this patch must have already been in submission when the game was released.
 

noodalls

Member
Using the same test methods that got me 6.3f and 6.4 frames input lag on two different tests using a TE2 on PS4(and 3.5f input lag on 360), I got...

4.87f and 4.84f on PS4 using TE2 for patch 1.02

Would you mind telling us how you tested? Not because I don't trust you (I definitely do trust your results), but because I'm interested in doing some of my own (not necessarily just USF4 though).
 
Top Bottom