Ultra Street Fighter IV

B

Byakuya

Guest
#21
Anscheinend sind die Version bisher auch noch im MP getrennt,so komm ich mit meiner US Version nur gegen Leute aus Nord Amerika zusammen.
Weil EU noch auf 1.00 ist.

Große Nummer
 

Planet

50% water, 50% air, the glass is always full!
PSN-Name: PlanetJumble
#22
WTF?!?!? Caaaaaaapcooooooom! ~jackieeeee~~jackieeeee~~jackieeeee~

Ultra Street Fighter IV on PS4 seems to be a bad port
To summarize the complaints that are popping up:
  • The online doesn't seems to be running great. Frame delay issues
  • A lot of people are reporting that the game feels "off" but are having a hard time placing it, since the framerate seems to be holding up. Some are saying it feels slower than the other versions for some reason. Others are reporting input delay.
  • The game seems to be running a bit slower than other versions
  • The menus are all super choppy.
  • The visuals are messed up in some cases. Weird outlines around the characters, super
    high saturation.
  • Blurry textures
  • Lots of sound bugs/missing sound effects
  • Seriously, the fucking sound bugs
  • Special moves causing graphical glitches, turning invisible, etc.
  • No Anti-Aliasing
  • No Anisotropic Filtering (but we all expected that one, didn't we?)
  • When you're in an online match your username is displayed for both players' name, or names are displayed incorrectly
  • Decapre's teleports have shorter range and are slower for no apparent reason (confirmed). Other moves may be different too. (unconfirmed)
Auch wenn mich dieses jetzt nicht persönlich interessiert, aber man, die können / wollen ja echt gar nichts richtig machen! Jedes einzelne Spiel ist scheiße auf der PS4. Kackladen. X( X(
 

FlyingUberHuzo

<enter custom title here>
systems
PSN-Name: nazcape
Spielt gerade: Nioh2 - MHW:Iceborne
#23
Da hat SCEA es superb verbockt.

Definitive Tournament Edition my Ass :D

Wie kann man es nur einem Mobile Dev in die Hand legen? Promoten die SF5 als exclusive und USF4 auch...


ne ich raff das nicht, bin baff :D

---------- Beitrag um 15:13 Uhr hinzugefügt ---------- Vorheriger Beitrag um 15:12 Uhr ----------

WTF?!?!? Caaaaaaapcooooooom! ~jackieeeee~~jackieeeee~~jackieeeee~

Ultra Street Fighter IV on PS4 seems to be a bad port

Auch wenn mich dieses jetzt nicht persönlich interessiert, aber man, die können / wollen ja echt gar nichts richtig machen! Jedes einzelne Spiel ist scheiße auf der PS4. Kackladen. X( X(
Capcom distanziert sich von dem Port, da es durch ein Partnerprogramm von Sony an einen unfaehigen Dev ueberreicht wurde.
 

Planet

50% water, 50% air, the glass is always full!
PSN-Name: PlanetJumble
#25
OK dann habe ich Capcom hier unrecht getan, auch wenn es die anderen PS4-Spiele nicht besser macht.

@Greek: Borderlands 2 auf der Vita war nicht schlecht - es war einfach zu ambitioniert! Man hätte die Engine von Grund auf neu schreiben müssen, damit es richtig toll auf der Vita läuft. Das war aber vom Budget nicht drin - finde immer noch beachtlich, was Iron Galaxy raus geholt hat.

Mit B2 für die PS4 haben sie doch auch einen brauchbaren Port abgeliefert, besser als Armature mit dem Pre-Sequel. Seit dem Patch sind aber eh beide super.
 

FlyingUberHuzo

<enter custom title here>
systems
PSN-Name: nazcape
Spielt gerade: Nioh2 - MHW:Iceborne
#26
lol noch schlechter wie die Borderlands 2 umsetzung für Vita XD
Momentan schon... heftig. So ein Flaggschiff versauen. Wie die Scheisse durch Sony QA durchgekommen ist weiss ich nicht...

---------- Beitrag um 15:25 Uhr hinzugefügt ---------- Vorheriger Beitrag um 15:24 Uhr ----------

Gut, dass Guilty Gear nicht mehr lange rauskommt.
 
PSN-Name: RaddiPS
#27
Crapcom hat sicherlich nen fetten Umschlag bekommen das Sony das exklusiv macht.
Aber zeugt auch davon wie gut man es sowohl bei Sony, Other Ocean und Crapcom mit dem Qualitätsmanagement nimmt.

Eine Schande so etwas überhaupt zu veröffentlichen
 

crysmopompas

I am a bot ¯\_(ツ)_/¯
systems, systems, systems, systems, systems, systems, systems, systems, systems, systems, systems
Spielt gerade: GT7 | 60fps FTW
#30
Face-Off: Ultra Street Fighter 4 on PS4

UPDATE June 4th, 9:00am: After just one week on the market, the PS4 version of Ultra Street Fighter 4 has received its first patch bringing with it a host of improvements and changes designed to address complaints in the original release. Straight away, we noted that the menu system has been bumped up to a proper 60fps, making a world of difference during navigation. The patch notes mention changes to anisotropic filtering to "decrease blur" but it would appear this effect is applied only to specific stages. Namely, the training stage is now much cleaner with higher quality texture filtering that almost completely eliminates the issue. Unfortunately, this does not appear to be a global change as most other stages that we tested appear identical to our tests prior to the patch. Anti-aliasing also remains missing in action, while the low resolution transparency effects also appear unchanged.

A number of players are already putting the game through its paces and reporting a decrease in input latency. Running a quick trial on our own setup, there does appear to be a tangible decrease in latency across the board. Using the same technique detailed below, this updated version appears to reduce latency by one frame, or roughly 16ms.

The patch also addresses other issues such as disappearing projectiles, various UI issues, and Decapre's teleport animations. We can't say for sure if all of these issues have been fully corrected but we didn't encounter any missing Sonic Booms during our session, which is a good sign. That said, Decapre's Air Scramble still comes out at a different angle compared to the other versions of the game. We also noted minor issues with the audio mix with certain sound effects seemingly playing louder than they should.

At this point, version 1.02 is looking pretty good and feels more like the version we should have had at launch. Issues remain and unfortunately, the PS4 port still doesn't feel like the definitive edition we were hoping for - but at least progress is being made in improving the product.
While the game is presented at full 1920x1080, the image lacks any sort of anti-aliasing or anisotropic texture filtering, much like the PlayStation 3 version. Background details are aliased and textures are heavily blurred at oblique angles. The training stage, often used in tournaments, fares perhaps the worst with its grid-like texture patterns suffering greatly. Naturally, the PC version allows for high levels of multi-sampling anti-aliasing, while even the Xbox 360 version features 2x MSAA, making the PS4's complete omission of this element rather puzzling.
...
Other changes abound - the PS4 iteration of the game is often more saturated than other versions and appears to suffer from white balance issues.
...
There's also the issue with input lag to consider - Sony promised improvements to this particular limitation of the PS3 version even going so far as to highlight this feature on the PlayStation blog. It's obvious right from the start that this is, in fact, not at all true. Our initial sense suggested that we were looking at roughly the same amount of lag already present in the PS3 version.


In order to test this ourselves, we recorded video of the display and controller at 120fps while analysing the time between button press and the action occurring on-screen. We retained standard settings on our display, which operates with around 40ms of input lag, and saw an average of 140ms in end-to-end latency. Removing the 40ms of display lag from the equation, we're looking at around 100ms, translating to approximately six frames of input lag - which is comparable to the PlayStation 3 version of the game, but slower than the Xbox 360 iteration. Due to a compatibility issue with our sticks, we were only able to test the game using a Dual Shock 4 but there are some reports online of certain sticks exhibiting additional latency.

While we weren't able to use a stick with the game, there are some extra hoops to jump through for anyone planning to do so. In order to use a USB arcade stick, you must also use a Dual Shock 4 for each player assigned to a specific profile. This means you're looking at two DS4s in order to play using two arcade sticks - not exactly convenient for tournament play. Other games have offered solutions to this problem so it should be possible to address this in a future patch, but the fact that the game ships in this state is downright strange.
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At least the in-game frame-rate is stable. We spent a good deal of time playing the game over the past couple of days, never encountering a drop in performance.
...
Our only issues with performance remain centered entirely on the sub-par menu system - which actually sees graphics updating at alternating frames resulting in an exceptionally choppy presentation.
...
 
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