Guilty Gear Strive may have more input lag on PlayStation 5 than its PlayStation 4 counterpart
There may be some caveats to that however
Guilty Gear Strive players have been wondering how the next-gen version of the game on PlayStation 5 performs on a technical level compared to its other counterparts since it released, and now we may have a few answers on that subject.
After previously testing the input lag on both the PlayStation 4 and PC versions, Nigel 'Noodalls' Woodall found that the PS5 version of Strive may have more input lag than the PS4 — though there are a few caveats that could impact the numbers.
The results of Noodalls' latest experiment showed that Strive on PS5 had a minimum of 91ms of latency and a maximum of 112ms with a final average of 93.6ms, which equates to 5.8 frames of delay.
In comparison, his tests on PS4 came out with an average of 65.65ms (3.9 frames) of input lag while PC displayed a staggering 11.93ms (.71 frames), but that number will vary quite a bit depending on the hardware and setup used.
If those final statistics do hold up, that's not exactly the greatest look for Sony's powerful new hardware and next-gen port of Guilty Gear although what we see here may not be telling the full story.
#PS5 #GuiltyGearStrive #inputlaghttps://t.co/hqebmywfp7 pic.twitter.com/HSYGxzsHcq
— Nigel Woodall (@noodalls) July 6, 2021
A potential wrench comes in from Noodalls not being able to run the PS5 experiments with the exact same equipment as the PS4 due to controller compatibility issues on the PS5, which could also skew the results a bit by introducing slightly more lag.
Because of that, it's a bit difficult to discern what the actual takeaways are for Strive on PS5.
Without Variable Refresh Rate enabled on PS5, the best case scenario appears to be on par with PS4 if the controller did indeed contribute to an additional frame or two of lag though PS5 owners were probably still hoping to see much better results than that.
One thing does seem for certain though. It's probably going to get more and more difficult to gauge things like input latency in accurate, real-world applications as hardware and customization options makes measurements differ between users.