Frame delay: Difference between revisions

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'''Frame delay''' is the time difference between an input being given and the result being executed in an online game. In other words, it is the amount of time it takes for an attack to actually begin after the button has been pressed.
'''Frame delay''' is the time difference between an input being given and the result being executed in an online game. In other words, it is the amount of time it takes for an attack to actually begin after the button has been pressed.


Frame delay is often confused with [[Wi-Fi lag]], though it is in fact closely connected with it.
Frame delay is often confused with [[Wi-Fi lag]], though it is in fact closely connected with it. The player's system must send what their input currently is every frame (60 per second in the ''Smash'' series), so that the other systems can know what to do. However, communication between systems over the internet is not instantaneous. If at least one system has not received the input yet, the game must wait until it gets the input, causing lag. The game attempts to compensate for lag and make it feel less noticeable by intentionally not acting upon the input for a few frames; this is the frame delay. After the number of frames that the frame delay specifies, the input is acted on.
*Every frame (60 times a second), the player's system must send what their input currently is, so that the other systems can know what to do.
*To attempt to compensate for lag, the input is not acted upon for a few frames; this is the frame delay.
*After the number of frames that the frame delay specifies, the input is acted on. If at least one system has not received the input yet, the game must wait until it gets the input, so it lags.


While it's possible to have no lag in a match, frame delay will always be present, even if by a tiny amount. This makes online matches much more prediction-driven than their offline counterparts.
While it's possible to have no lag in a match, frame delay will always be present, even if by a tiny amount. This makes online matches much more prediction-driven than their offline counterparts.