Dead Or Alive 5 Input Lag Analyzed

By Spencer . October 4, 2012 . 6:44pm

Japanese blog PS360 posted a detailed Dead or Alive 5 comparison. The graphical differences between the PlayStation 3 and Xbox 360 versions are negligible, but their input lag comparison video is kind of interesting. According to their analysis, the PlayStation 3 version is one frame slower than the Xbox 360 release. Dead or Alive 5 is also one frame slower than Dead or Alive 4.


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  • Mrgrgr and Unacceptable World

    Hmm i don’t know here.T_T While i kinda noticed the difference between DOA 4 and 5 frame, i totally can not see the difference between 360 and PS3 version there.T_T

    • William Hsia

      well it IS a one frame difference, although i dont think this really affect gameplay much unless your one of those players who determine timing of combos by whats going on on the screen rather memorizing it

      • Mrgrgr and Unacceptable World

        Well, for DOA here i think that should be quite important as the game is mostly played through counters but, one frame should not be so important here.^_^

        Unless we are talking about VF series there.T_T One delayed input can easily cost your life.T_T

  • ShawnOtakuSomething

    My HD tv  abit of Input Lag. If i play this I will suck badly

  • Nitraion

    I don’t really understand but maybe people who play with memorizing is big advantage with this conditions lol

    • Mrgrgr and Unacceptable World

      Not only about memorizing though.T_T If you are playing with pro player in DOA, some the lag can actually cost you getting countered there as you would think that the counter technique is over but you it in fact is still running.

    • FitzpatrickPhillips

      It’s not about memorizing. Things like this become a big deal when trying to hold and react when you know certain frames will make the move safe or not.

    • Roberto Armando Iraheta

      Basically, it means that it takes 1/60th more of a second for the game to register the input from your controller. For fighting games, it’s a very big deal because it’s the difference between failing and nailing combos, counters, reversals, instant blocks, punishers and etc. Fighters tend to be the genre of games that are the both the quickest and most frame intensive when it comes to competition. Every fraction of a second counts in a match and can be the difference between victory or a disappointing defeat.

      • elvergudo666

         thats bullshit

  • Brimfyre

    So that is why I suck at DOA5!  That’s a load off!
    Or at least I have something to blame…

    • Luna Kazemaru

      I hope that’s a joke

      • Brimfyre

        Well yes it is a joke good sir.

  • http://twitter.com/linkdude Isaac J

    This is a big deal for trying to get a Hi Counter hold instead of a Counter hold. Hi counter does the maximum amount of damage possible, but the window is only 2 frames, whereas the counter hold is a bigger window. Some characters deal alot more damage because of advanced holds (which require one more input) but because of the 2 frame requirement, its still very strict to get the damage you want out of a perfect read.

  • Roberto Armando Iraheta

    This data doesn’t surprise me, Xbox live has always had a better network infrastructure, just about every fighter has less input lag on the service.

    I’m glad to see the team is invested in making this a legitimate fighting game. My problem is that Tekken Tag 2 is so much fun that it’s going to be difficult to pry my hands away from it to check this one out. Wish it came out at a better time.

    • Quinton Cunningham

      This data has absolutely nothing to do with the online play though…

      • Luna Kazemaru

         input lag effects online play alot so yes it does.

        • Jezzy

           What he meant is that the lag itself is caused by the game rather than the network.

        • http://www.unit03.net blackraen

          More appropriately, the term “lag” isn’t the right word.  “Startup” would be the more standard fighting game term and it represents how long it takes from input detection to activation of hit boxes on the character animation.

          What this analysis means is that the Kasumi’s [5K] standing kick has:
          4 startup frames on DOA4
          5 startup frames in DOA5 on Xbox 360
          6 startup frames in DOA5 on PS3

          This isn’t a matter of CPU, network, but code design.  Startup frame is classically _THE_ major tuning factor for fighting games.  

          That’s why what this article is addressing goes beyond “online” play.  Yes this affects online play, just as it affects local play, because it’s a GAME mechanic, not a netcode mechanic.

          And I’m glad I didn’t play DOA4 a lot because a 2 frame change would destroy my play.

    • hunterrnl

      Lol input lagg bec of psn. You know that you sound not very smart here.

      • Joom

        Oh, the irony.

      • Luna Kazemaru

         Ok I had to laugh at this…

    • WEL

      XBL is just a scam to force you to pay for features that are already built in the console. When you play SFIV online on PSN and XBL the matches are being hosted on the same servers. Or do you think Capcom uses some better servers for XBL users because they pay? Of-course not, all that XBL money goes straight to MS’s pocket! XD

  • MrSirFeatherFang

    Maybe if they fix this I can beat Survival on Champ, True Fighter, Master and Legend… yeah right lol.

  • Go2hell66

    didn’t they have same problem with sf4, the fighting games always seem slower on ps3

    • Rick R

      They did, but PS3 wasn’t the one with the problem, it was the 360. PS3′s SFIV input lag matched the arcade version, 360 is one frame faster than both PS3 and the Arcade. The game was tooled for PS3 and not adjusted properly for 360. 

  • Rick R

    This is negligible. I’d wager the PS3 isn’t slow so much as the 360 is fast. PS3 was the lead here. With SFIV PS3′s input lag matched the arcade, 360 was fast on that game by one frame as well. The thing is the developers are tooling the games for PS3 and naturally the 360 is one frame faster, they’re not adjusting the games for that console.

  • XiaomuArisu

    I dont see a difference…but I know people will still complain.

    • Nitraion

      Haha same XD
      But now people have a thing to blame if they keep losing :p

    • FitzpatrickPhillips

      Because its a huge deal. Fighting games have a serious scene when it comes to playing competitively. This just gives people more of a reason not to take DoA seriously, despite it having worthy mechanics. If you play casually, nots not an issue. If you don’t, its a problem. Its like playing a game with lag always on.

    • Duo Maxwell

      Do you know that in fighting game, such thing that give players 2 frame advantage (like instant blocking) is a huge thing that everyone tries hard to archive?

  • http://twitter.com/Romangelo Román Monterossa

    seriously… ONE FRAME. you can’t notice that except replaying the video on a movie editor program.

    • NaelAM

      You’ve never played a fighting game competitively, I take it.

      • http://myfigurecollection.net/collection/ashgail Ashgail

        For casuals it’s really no big deal. Things like this is only applicable when you’re trying to go to SBO or EVO really.

        • Rick R

          True, but Tourney’s will use the PS3 version. Gamers who buy the 360 version will be at a disadvantage. History has shown when this happens the 360 version is faster than it’s supposed to be, not that PS3 is slow. If one frame matters so much to people who claim to be Tournament players then they need to get their hands on the PS3 version so that one frame difference doesn’t screw them up when it matters. 

          • Repede91

             Team Ninja has said they are working on patch to address vugs and other issues. So either they will speed the PS3 version up or slow the 360 one down.

  • Demeanor

    Anyone who has played Arcana Heart 3 and tried to perform Fiona’s Sacred Bringer and – shiver – Punish can appreciate how EXTREMELY SMALL a time gap of 1 frame is. So the world will not change for the 99.999% of people.
    Since this looks like it’s easily patchable and pro players really ARE hung on single frames I still think they should fix this.
    Still waiting for my copy to arrive :P

  • stardusty

    I just want to thank Siliconera for regularly covering Dead or Alive 5.  It seems to be the neglected step child of the fighting game world.  Other media outlets seem to sweep the series under the rug. 

  • Antonio C. R. Murray

    The PlayStation 3 version is the lead developed version, therefore it is the default standard.

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