Arriving at
・ Difference between a Television and Monitor
・ Joystick Lag
・ Joystick and three Buttons




 Input Lag has been proven to be a detrimental to fighting games. If you move stick to left, there might be a delay before the on screen character moves to the left. Input Lag might interrupt combo and set-up. You would confirm Input Lag as it is really annoying. In video games, Input Lag is either the delay between the television or monitor receiving a signal and it being displayed on the screen (section 1・1), or the delay between pressing a button and seeing the game react (section 1・2).



1・1  Difference between a Television and Monitor
 Technically, a television has tuners but a monitor does not. In order to watch TV, you need a tuner. It doesn't matter if the tuner is in your monitor or provided by your TV service provider. However, this is not the end of the matter. You shall want to mainly play fighting games and may be hook up your computer. Which one is better for gaming in terms of Input Lag? TVs and monitors retain certain amounts of Display Lag. Image processing (such as upscaling, 100 Hz, motion smoothing, edge smoothing) takes time and therefore adds some degree of Input Lag.

  
If you plan on Virtua Fighter gaming with PS3 or Xbox360, the 120htz monitor is the way to go.[1]




1・2 Joystick Lag
 The vital discussion is that some people notice Joystick Lag even when using wired controllers, but this is beyond the scope of this chapter. You are referred to ‘Wiki[2] or 'TEYAH・NET'[3] for a much more detailed analysis. Needless to say, wireless controllers have further contributions to the Input Lag.

  
 Joystick Lag: RAPVX << RAPV3 < RAPEX VLX・RAP3 VLX < TE [4,5]


 

 The video above showing one set of 50 trials for the PS360+, tested against the HRAP VX-SA (lagless, control stick). Tested in Guilty Gear XX Accent Core +R, using the throw break mechanic which makes it easy to see the difference in timing.[3]




1・3 Joystick and three Buttons(レバーとボタン)
 This section follows the style of 'VFDC Wiki'.[6] Virtua Fighter 5 is primarily played using a Joystick and three Buttons, Guard G, Punch P and Kick K. The Joystick and Button layout is shown in the image below (Figure 1−1).

joystick-buttons
 Figure 1−1[7]



 Virtua Fighter 5 utilizes all eight directions of the joystick, and neutral. Graphically, a joystick tap in a particular direction is indicated with a white or un-filled arrow (Figure 1−2). Textually, we use the numbers on a 10-key number pad to indicate direction taps.

joystick-buttons
 Figure 1−2[7]


 In addition to tapping a direction, you may also be required to hold a direction. Graphically, this is indicated with a filled or coloured directional arrow (Figure 1−3). Textual hold directions are indicated with an underscore suffix, e.g. 6_ means 'hold forward'.

joystick-buttons
 Figure 1−3[7]


References
[1] BLAZBLUE Wiki: ttp://www40.atwiki.jp/blazblue/pages/1804.html
[2] 家庭用アーケードスティックWiki: ttp://www23.atwiki.jp/ac_stick/pages/4.html
[3] TEYAH・NET: ttp://www.teyah.net/sticklag/overview.html
[4] FAF特殊戦第5飛行戦隊装備班: ttp://ffr41.air-nifty.com/faf_saf_v/2010/10/real-arcade-pro.html
[5] オススメアーケードスティックランキング: ttp://www.hdrank.com/rank/ac_stick/総合評価/遅延/1/20/
[6] VFDC, Wiki, Controls: ttp://virtuafighter.com/wiki/controls/
[7] The figure is excerpted from VFDC Wiki.

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