ELDEN RING

ELDEN RING

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Roll delay
So at this point it's semi-common knowledge that rolling is only executed after the release of the button, right?

Except to test, I'd flick the roll button, barely a millisecond from press to release, and I would hear the button click back up, a short delay, before my character actually rolled. I can stop an online stopwatch in a little over .12 seconds with two presses on a touchpad, if that matters at all.

People have suggested it's because the game also has to understand if you wanted to sprint or not. But is there a real fix to it? Some NVIDIA setting? Borderless windowed? I've seen those thrown around but I don't understand any of it. Anything to shave off like 5-10 frames of not being invincible, please.
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Showing 16-27 of 27 comments
Sabaithal Mar 24, 2022 @ 2:36am 
Originally posted by Digibluez:
some ppl are more perceptive to such things, same goes for fps beyond 140, where one cant see the difference other can
Granted. That doesn't change that there very well could be something wrong with your PC settings, especially with this game being what it is at present.
Digibluez Mar 24, 2022 @ 2:39am 
most def. could be amplifying the issue
there are loads of settings to change in windows 11
Originally posted by Sabaithal:
Originally posted by Digibluez:
some ppl are more perceptive to such things, same goes for fps beyond 140, where one cant see the difference other can
Granted. That doesn't change that there very well could be something wrong with your PC settings, especially with this game being what it is at present.
Yeah, that's what I'm asking about. NVIDIA settings or something idk. Still on WIN10 though.
Terminator Mar 24, 2022 @ 2:59am 
Originally posted by Enderspoons:
It's not just rolling. Check any kind of action -- blocking, attacking, jumping, e.t.c. -- and you'll see there's a similar delay between the input being sent (press input or release input, does not matter) and the action being performed.
This is an input lag issue, I'm sure of it.

I've also observed that the input delay gets worse when the game's performance gets worse -- On the rare occasion I get a smooth 60FPS, I find that the delay between input and action decreases significantly.
think twice then take action.
ThinMintLime Mar 24, 2022 @ 3:02am 
I've lost count of all the instances where I've felt cheated because a roll didn't input in time to dodge, or input at all. I see an attack coming. It's telegraphed the entire way through, easy dodge. Here it comes, press the roll button annnd I get hit. Every ♥♥♥♥♥♥♥ time. Not a monitor issue either considering I have a 1ms 165hz with gsync.
Last edited by ThinMintLime; Mar 24, 2022 @ 3:03am
Cris Mar 24, 2022 @ 3:04am 
Literally came here to post a discussion about this very problem
Originally posted by A growing boy:
Originally posted by Hit by a Parked Car:
Am I silly for wondering if there's anything I can do to remove a delay to an input that the game almost revolves around?
When the game isn't even remotely mechanically demanding enough that the slight delay even matters, yes.

Originally posted by Timbermaw:
THIS is the reason I cannot progress in this game! I literally cannot dodge attacks with this awful delay. I've been stuck on the first boss, the erdtree avatar for days.
You literally can dodge attacks. Like, they aren't even particularly difficult to dodge. Also, that's not the first boss.

okay okay so
I meant to address this (EDIT: - before, but I was doing this during system updates and my computer restarted), because you DEFINITELY have enough iframes to dodge something on prediction. Especially when you're locked onto a target, and it plus its actions are your sole focus.
I'm more talking about on reaction, like getting attacked from the side or something. Yes, rolling is still extremely effective on account of distance made and total iframes, but I'd really like it to not cuck me over something I actually successfully reacted to but the game still choked on whether it should roll or not.
Especially with all the delayed moves and roll catching moves enemies in Elden Ring have. For a smooth experience where (most of) my damage taken is my fault for overcommitting to something that I shouldn't have, etc.
Last edited by Hit by a Parked Car; Mar 24, 2022 @ 3:09am
Sonnenbank Mar 24, 2022 @ 4:08am 
Well it was the first thing i noticed in ER.

And no it has not been like this in DS3 or Sekiro (quickstep instead of rolling in Sekiro)
I never had any delay in DS3 and never had any in Sekiro

IN ER however i have "hughe" delay on rolls. like 0.5 seconds and somtimes even inputs get eaten completely
And that is on a 165hz G-sync and stable 60fps

you can get used to it but its just not a good feeling.

In DS3 when i press roll -> I roll
in Sekiro when i press dodge -> i quickstepp

in ER when i press roll while sprinting -> 0,5 seconds nothing happens and then i roll
I think this is mainly due to the increased delay after running.

I dont have this in Sekiro and i dont have this in DS3

In ER you have to press roll slightly before you would actually need it.
after 70h i can do it well since i got used to it.
still feels very odd most of the time though

There is kind of a similar Problem with parrying.
Its just comepletely artificial parry timings that make no sense.
you cant parry on visual reaction
you have to parry on knowing the timings.

The Margit quick backhand f.e you have to parry 1 complete second before the attack happens.....
makes no ♥♥♥♥♥♥♥ sense

Same as dodge timings ofc you can get used to it.
But it still feels wrong


Sekiro Parrying was so damn sharp and crisp
ER Parry feels so random.... every attack has a specific parry timing that has no visual connection to the weapon of boss....

Its like they used an rng for parry timings.

This attack has to be parried when it happens
next attack 1 second before
next attack 0,5 seconds before
next can be parried last second before impact
just completely random for every boss move >-<

you can parry absolutely everything in ER if you know the timings
but it still feels off..... why would they not connect it to visuals of the bossweapon ?
Last edited by Sonnenbank; Mar 24, 2022 @ 4:15am
Digibluez Mar 24, 2022 @ 5:11am 
the one button for roll and run could have big impact on this issue, no idea why we can still not get 2 separate inputs for this
Blue Mar 5, 2023 @ 4:53am 
i think this is because the dodge button is the same as sprint
some other games you could fix that kind of delay by changing to separate buttons but not in this i don't think
Sabaithal Mar 5, 2023 @ 5:14am 
Originally posted by Blue:
i think this is because the dodge button is the same as sprint
some other games you could fix that kind of delay by changing to separate buttons but not in this i don't think
Steam controller settings lets you separate them. Though I don't know what to do if you're using M+KB.
Mr. Nobody Mar 5, 2023 @ 5:16am 
The weird latency is just something you have to get used to with Souls games in general. After a few hours you get used to it and you never look back. The people who claim there isn't a weird delay have just gotten used to it at this point since there is a similar type of delay throughout all the Souls games.

I remember trying DS1/2/3 all when they came out and quit each after 30 minutes because I felt like the controls were sluggish, delayed and terrible. Never understood why people liked the combat so much.

When ER came out I finally decided I was going to push through the delayed movement controls for a few hours and eventually it just clicked out of nowhere. Now I barely even notice it even when I went back and played previous Souls games.
Last edited by Mr. Nobody; Mar 5, 2023 @ 5:16am
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Date Posted: Mar 24, 2022 @ 1:53am
Posts: 27