Because of the GTX 10 series crashing issue on PC, I hopped on Xbox to play. What’s the deal with the high input lag? I’m playing on a low latency gaming monitor that I also use for PC gaming, and yet with Gears 5 it feels like I’m back in 2007 playing on one of those HDTVs with 100s of milliseconds of input lag. It’s even noticeable in the menus. I’ve seen complaints about how active timing feels wrong, and I’m pretty sure it’s because of the input lag. Test it out yourselves by reloading, staring at the reload bar, pressing RB, and watching how delayed the input is. It makes the game feel so clunky, and I don’t remember UE feeling like this at all (I played Gears 4 on PC before I stopped because of the NVIDIA crashing, so I don’t know if Gears 4 had this input lag issue too).
It’s running at 60FPS and with VSYNC and I assume Triple Buffering.
Input Delay is to be expected but not game breaking whatsoever.
Played a really good team of Xbox Players and they were free slowing and getting some nice Gnasher shots in ahead of me and my team.
You just have to learn how to pre-shoot and how to hold shots for the right time.
This is something that bothers me to this day.
Gears 1 and UE had absolutely no input delay. Gears 2/3/4 all had input delay. The fact it doesn’t exist in UE or Gears 4 PC tells me that it’s something they can fix, but for some reason don’t. If it’s there on purpose I’d really like to know the reason why, because I can’t think of any valid ones.
Even on PC - the Shotgun feels like it has a much bigger delay.
Especially when bouncing off cover and trying to get a Gnasher Shot off.
It’s not as fluid.
Are you talking Gears 4 or 5? Because AFAIK there is no input delay in Gears 4 PC.
My point is that TC needs to really look into this and do what they can to reduce or remove the delay. Gears 1/UE didn’t have it, so I refuse to believe that Gears 5 MUST have it. It has to be a bug, some artifact of Unreal Engine that the devs just don’t realize exists, or put there on purpose for a (probably very stupid) reason.
Gears 5.
Interesting feedback. Thx. Did you get a chance to use the Longshot? I’m real curious about this one.
Maybe it’s because it’s a tech test. But regardless, TC really REALLY needs to address this.
That’s the one weapon I haven’t yet,
But my sniper friends seem to like it 
I did some input lag tests with Gears 5 on both XBox X and PC. I am using a very low lag monitor with Freesync on both platforms at 60Hz. The Xbox X lags behind 4 frames from my initial testing. I need to do more testing, and will make my own input lag thread, but as it is now with the Playtest, Gears5 on PC has a 4 frame advantage. Also to note, my AMD gpu supports the new Anti-Lag feature from AMD. However, I chose to not use this feature, as it would further skew the results in PC’s favor.
So the way my test works is I used a 240fps camera and recorded from when I pressed the d-pad to when the weapon icons appear on screen. I take 15 results, average them, then divide by 4 to get the frame delays in 60fps values. When I have time I’ll be making a video comparison in another thread.
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Xbox is known to have a 3 Frame Delay.
It’s VSync and most likely Triple Buffering.
It’s needed to stop tearing and provide a clear and smooth picture.
Is your chart in milliseconds? If so, those results wouldn’t surprise, nor bother me. A 15 to 20ms difference seems reasonable for a console. Not ideal, but reasonable when you account for the fact that they have to have frame consistency.
Yeah,
It’s not like I’m going out and winning every Gnasher duel consistently against Xbox Players.
I can tell some of them pre-shoot or slide close and shoot and get the gib.
It’s a small delay you will adjust to if you haven’t played without it.
The far right column is FRAMES, not milliseconds. If you would read my post again, I specify the calculated values are frames.
So the Xbox X has the action appear on average at a 6.66 frame delay, while PC is only 2.43 frame delay.
In peek-shoot games I can see people being very concerned but, like you say, Gears doesn’t play like that. Because of the type of movement involved I’ve always felt that Gears is more about muscle memory and decision making than pure reflex.
One of my Xbox friends is dirt poor and plays on an old TV with horrendous lag due to processing and no game audio but he’s consistently a high teir diamond because the muscle memory and game knowledge is on point.
Well then, you discovered what we’ve been talking about for 2 years.
Has Gears 5 been out for 2 years? No, it’s been 1 day, as a mere beta. That’s why these things exist. If TC can lower the input lag by the time final game releases, that’s a win win for everyone.
Exactly, it’s not a high twitch game, you can still eat a shot and close down distance and pretty much shoot at the same time on Xbox too.
Once you learn it, no one really mentions it except those that perhaps have gone back and forth.
But then you just adjust your play style.
I play on a 5 years old tvset + first xbox… And it’s hard to challenge guys like you… I am disadvantaged…
The only way remove the “FORCED V-SYNC” is buying an “AMD-FREE-SYNC” monitor. This will keep the triple buffering the Free-SYNC is a lot less laggy than V-SYNC is similar to G-SYNC nvidia.
Caping GEARS 5 to 58.50 FPS on CONSOLES removing triple-buffering and v-sync will eliminate 95% the tearing issues and nobody will notice these 1.50 FPS less