GUILTY GEAR -STRIVE-

GUILTY GEAR -STRIVE-

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How do I simulate online input latency in training mode
The input latency is different every single online match. it doesn't lineup at all to what I experience in training mode. Anything I practice has for sure longer delayed variable timings online. The only setting I see in training mode is adding key delay....is that there to 1:1 simulate any rollback frames I might experience? But that wouldn't solve the issue when theres plenty of matches where I dont see any rollback frames present. Someone said the online adds 1 frame delay, so u should add a frame delay in training....is that even true? I can't find confirmation anywhere.

I use a mechanical keyboard. Should I be cranking debounce to the highest setting to add in extra delay or something else to add in artificial delay to get some consistency here. The keyboard regularly sends keys faster than this game can register, but it's doable cause its somewhat consistent in training mode....not so online where I have no idea what the timings of things will endup being. Or maybe there's nothing you can, I don't know, anyone know.
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Lucia UwU Apr 23 @ 10:38am 
u should get a controller like everoyne else,is better for the lag imput train
Rollback is meant to elimimate input latency online, and so Strive doesn't have a setting for artificial lag offline like how older fighting games do. If you're experiencing input lag online, you are likely playing matches in 200+ ping or are connected to somebody who is on a mobile hotspot or something with insane packet loss.

If you want to introduce artificial i put lag for training purposes, you'll need to use a third party solution; either some sort of app or a hardware solution.
I've not heard about online adding an extra frame of input lag. Strive for PC has about 1 frame of native input lag:
https://twitter.com/noodalls/status/1408235016170074115?s=20
Perhaps someone else can confirm. I mostly play online so I might've simply gotten used to it, but I haven't noticed any major difference in training mode. 1 frame isn't a lot so it's possible I unconsciously adapt to it.

Originally posted by Hellhounfd3223:
The input latency is different every single online match. it doesn't lineup at all to what I experience in training mode. Anything I practice has for sure longer delayed variable timings online.
Very strange. Strive does not offer variable input delay for online matches which
is a detriment in niche cases because it makes high-latency matches more volatile by introducing more frequent and notable rollbacks. It's GOOD that there's no dynamic input delay as seen in older ASW titles (XRD and BB pre rollback updates) as this made it difficult to get timings down. Old games used input delay to cope with latency and lagspikes to prevent desyncs. Rollback uses input delay to reduce the number and severity of rollbacks.
If you're experiencing this frequently, it might be on your end =(

The closest thing to simulate this is the input delay in the button settings you allude to.
https://imgur.com/a/2GeTjXs
But this for offline battles only.

Originally posted by Hellhounfd3223:
...is that there to 1:1 simulate any rollback frames I might experience?.
This is a nonsensical statement - a rollback is a recalculation of game state after receiving input from a peer which differs from the prediction. If there isn't another peer there can be no rollback.

The only thing that would add "input delay" on your end during an online match exclusively is extremely volatile network conditions, or your opponent running the game at a framerate significantly below 60. Either (or both) of these would cause your game to stutter or feel slowed down (albeit your framerate remains at 60) leading to inputs feeling "delayed" or "dropped" if you ended up inputting something too early. Though it would also likely prompt multiple "Checking opponent's connection" before potentially terminating the match.

Originally posted by Hellhounfd3223:
The keyboard regularly sends keys faster than this game can register
This is another weird statement.
Any generic HID connected through USB has a minimum polling rate of 125HZ and a similar scan rate... This has been the default standard since USB 1.1 (released 1998)
125hz equates to 125 polls per second, which gives you an interval of 8ms between each poll. Strive runs at 60FPS which means 1 frame rendered every 16.6ms - so even the most basic keyboard would have polled your input twice in this timeframe, and would in a worst case scenario never lag more than 1 frame behind.
If you wanted slower polling rate you would have to go out of your way to find a fringe USB-device or a way to tweak the firmware/drivers...
That's the bare defaults - modern keyboards often have much better scan rates and poll rates too.

Having said that - there are definitely cases where peripherals' hardware, firmware and software can incur notable latency - like bluetooth gamepads.
And premium keyboards do offer higher polling rates and scan rates, as well as being more likely to have optimized firmware and drivers to minimize overhead compared to generic HID peripherals. But for a 60FPS video game like Strive - input delay from a keyboard is relatively negligible.
Last edited by Slaskburk; Apr 23 @ 6:53pm
Originally posted by Hellhounfd3223:
...is that there to 1:1 simulate any rollback frames I might experience?.
Originally posted by Slaskburk:
This is a nonsensical statement - a rollback is a recalculation of game state after receiving input from a peer which differs from the prediction. If there isn't another peer there can be no rollback.
I am asking to 'simulate it' solo in training mode. I don't see why that would be such an outlandish thing? I don't ever mean to discuss literal 1:1, I meant in practical terms. If I was making a fighting game I would literally give you the option to generate an online bot peer with user defined ping and changeable roillback frames. You are connected to a server the entire time you play this game in any mode.... I don't see why that couldn't be a thing, and a very useful one at that.

And I read online the way they deal with rollbacks is they remove frames from moves later on...which sort of makes sense given those rollback frames have to be madeup somewhere. So doesnt that mean everyone loses 1 or 2 frames on moves at random times....so wouldnt it make sense u experience different timings online.
Originally posted by Hellhounfd3223:
And I read online the way they deal with rollbacks is they remove frames from moves later on...which sort of makes sense given those rollback frames have to be madeup somewhere. So doesnt that mean everyone loses 1 or 2 frames on moves at random times....so wouldnt it make sense u experience different timings online.
Rollback cuts the startup of the move so that it lines up with true time. For instance, if there are two frames of rollback, that means actions are only calculated and rendered from the third frame onward because the first two frames of startup are cut. However, even though frame one is empty and frame two is empty, frame three will still be the correct third frame of the move. Basically, the timing will still be the same, even at high rollback, because only the startup is being cut, and even then it's being recalculated as soon as it rolls back.

Bad rollback doesn't cause timing delays; it causes teleporting. If you see your opponent flashing around different parts of the screen, that's the network. If your game starts to lag, that's usually the opponent's framerate because they can't run the game at 60fps.
Originally posted by Hellhounfd3223:
I am asking to 'simulate it' solo in training mode. I don't see why that would be such an outlandish thing?
First off - what I quoted refers to your initial statement of "The only setting I see in training mode is adding key delay" - not your newly constructed idea of some elaborate bot. In your OP you clearly asked if the input latency setting was there to: "1:1 simulate any rollback frames I might experience?". This is the nonsensical, and outlandish statement.


Originally posted by Hellhounfd3223:
If I was making a fighting game I would literally give you the option to generate an online bot peer with user defined ping and changeable roillback frames
I'm sure you would.
If you actually wanted to simulate rollback (which the devs most certainly did) you don't need anything as convoluted as what you're describing.

The reason we don't have this option is because developers and nigh on 100% of the playerbase feel there's no tangible gain for "practicing" with rollbacks. Rollbacks are really random, ugly to look at, and disruptive to gameplay. But they're the lesser evil to purely delay based netcode.

As for your figuring regarding "cut frames" in terms of rollback - Emerald Lance's got it right.
Last edited by Slaskburk; Apr 26 @ 3:31am
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