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Correct me if I'm wrong, from the video you provided, the [2] was held no more that 1 frame at 120 fps?
What software did you use for macro playback, input display, 120fps recording? So we can reproduce this by ourselves.
From what was captured it could've been almost two 120fps frames (roughly ~11ms). More than half a frame in ACR (16.66~ms) but less than one. Since the frames visible in the video do not capture the time between the frames (I pressed the key near the middle of the previous frame (f48) and continued almost until the end of the visible frame (f49).
Macro used in other tests was with a Software called Razer Synapse 3. Though it may require you to own a Razer Keyboard or Mouse, and the Macro Module needs to be installed.
So I recomend you to use this program
https://www.autohotkey.com/
And download this code wrote by myself to test this issue.
https://www.dropbox.com/s/4mnv7cnpl2to7h3/CommandTesterGGACR-yar0th3ungg0y.ahk?dl=0
Once Autohotkey is installed, open the .ahk file I gave you with administrative privileges. Instructions are commented in the .ahk file when opened with the notepad.
While on the video I reproduced the issue by hand. There are two Macros to reproduce this with one using SOCD where the [2] input is a result of left+down+right being pressed at the same time. And a sequential half circle which is what I did in the video, holding down+right,releasing right while holding down, and pressing left while still holding down, this means I held [2] alone by 8 or 9ms.
A Macro with commands spaced 17ms can still trigger the issue. More than a frame and a half is required for the issue not to trigger on a single input, though sometimes even at times longer than a frame commands will not come out if two or more buttons are near simultaneously pressed/released (which may happen during command normals).
I added an additional macro to test input interpreter failures on command Normals. This issue is very difficult to humanly reproduce but it can be used to test the input interpreter as well.
As for the recording software and the overlays.
OBS Studio
https://obsproject.com/
I still need to make an overlay that also shows the attack buttons and is functional at 120 fps also so it will be pending for now...
EDIT: Gather this plugin for the input overlay... However none of the presets are approppiate for testing fighting games on the keyboard. I'm making one for that.
https://obsproject.com/forum/resources/input-overlay.552/
Here's an Overlay appropiate for GGACR controls, default buttons work, UP should be set as Spacebar ingame for it testing.
Can be installed alongside the other Input Overlay presets, more instructions in the compressed folder.
https://www.dropbox.com/s/8vazfi15uypkqkj/WaferKB.zip?dl=0
To record in 120fps in OBS go to File>Settings>Video>Click Common FPS Values and change it to Integer FPS Value and set it to 120 FPS.
Would be wonderful if it is fixable.
I'd double check you actually are getting a proper half-circle, they are notoriously difficult on hitbox and some newer games let you skip a down-direction and will just accept down-left or down-right instead. If you can get some other game that accepts background inputs, you can see what input the other game is seeing as well.
Doing 63214 + 6 HS in AC+R for Sol's super, the two common ways hitbox messes it up is skipping 2 and skipping 4.
https://i.imgur.com/wWepDqm.jpg
https://i.imgur.com/XTwv0Qi.jpg
Input parser was modified to simulate updating at 120 FPS, while keeping the amount of frames required to input a move the same as before. Only half-circles (HC+back, HC+forward as well) are affected. Changes allow skipping a direction if it looks like it was pressed, but for less than a frame.
As for feedback, we're most interested in any examples of game registering unintended moves due to changes in input parser, or game's behavior in general changing in any way aside from making it easier for keyboard and hitbox players to input the moves.
In depth:
- Any direction other than the first or last can be skipped (i.e. 4123 is not a valid HCF, but 4136 can be, same for 63214 vs 63216 for HCB+F)
- Incorrect direction is not allowed to be in place of the skipped one. For example, if expected input is 63214, 63514 is not valid. Alternatively, the "sum" of previous and next directions must result in the skipped one. For example, if expected input is 632146, then 632176 (1+7=4) will be considered valid.
- Even if (for example) 6314 is accepted as HCB, the whole input must still be at least 5 frames long like before (i.e. some direction should be held for at least 2 frames)
How to switch to publictest: https://store.steampowered.com/news/app/348550/view/2961640281611459954
On a persnal note I liked the input strictness.
Not a fan of the input changes too.
I'm a new player, and one of the reasons i picked up the game (specifically I-No), because i was very enthusiastic about challenging execution.
I understand the issue with the not registering inputs, but i wish that could be solved without allowing players to actually skip inputs.
Seeing half circles be done just by inputing 624 is kinda unsettling to be honest.
This is an amazing fix!
I did test it on several characters like Potemking, I-no and bunch of others - this is like day and night - you can focus on gameplay and combos/defence - instead of a mashing buttons and raging about the inputs with half circules not beeing registred.
I did ask some other keyboard players, they all was so happy about it that no one could really belive how GOOD +R with this fix is now.
I dont get about some "i didnt like it" lol???
Most of the negative comes from a random hype people, like 5-10 hours spent in +R
Tell or show me please like 5 veterans +R players who are against it.
You can't.
Beacuse thing it's a god sent.
PS
I did investigate 1st post in this topic closely and yeah..this fix shoud be happened years ago.
If you dont agree with me - be my guest. (but please like 200+Hours on +R spent before you even start saying anything bad)
All my combos from before work the same (i.e 6P > 5H > sj.IAD j.K) if not better.
I feel for people who play on both console and PC, and I hope this change doesn't get rolled back because of it. I'd rather we ask for a genuine re-release on PS4/PS5 from ArcSys since the game is seeing a resurgence now.
People will always want to gatekeep for execution stuff yes, I'm not the biggest fan of that argument.