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
There are young kids on very old / standard TVs getting diamond 
True,
But Xbox has HDMI VRR which has very limited support.
No monitor has this spec.
Only HDMI 2.1 TVs.
That 4 frame delay he is talking about appears to be in addition to the expected delay at 60fps, which means 64 additional milliseconds on top of the PC version at 60fps. For sure VSync and Triple Buffering don’t help, but if you compare Gears 5 to other Xbox games including Gears UE, something is very wrong. Halo: MCC and Gears UE have significantly less input lag. In fact I just went and played Gears UE, and it’s night and day. In fact it’s so much worse in Gears 5 I’m honestly confused how it’s even possible. @TC_Octus can you please shed some light on this?
I highly doubt it’s THAT high.
Or else the Pro’s would have picked up on it immediately.
I believe when it was professionally tested it was stated to be a 3 frame delay which is 16.6ms per frame.
A 3 frame delay (assuming 60fps) is 50ms. 1 frame is equivalent to 16.66ms.
It’s entirely possible it’s a build-specific thing, because yes I agree, pros would find this absolutely unplayable. There is no way it was like this when they played. But I can assure you that what Soul reported is absolutely the case, I could feel it instantly. In fact, the Bootcamp mode at 30fps felt like 200+ms of delay.
Can bootcamp be in 30fps? On the Xbox X, it is at 60fps. It could be like how in Gears 4 the game has a “performance” mode to run campaign and horde at 1080p60, though the setting isn’t available in the playtest. Older Xbox models could, possibly, only be doing 30fps for the Bootcamp.
I’m not sure why you’re struggling with this. It existed in Gears 4 and we were talking about it for a long time. Gears 5 is built on the same structure, some say it looks like a re-skin, and you’re surprised that it has the same input latency??
Consoles get fame buffers because the developers prioritize a smooth visual display. That’s just the way it is. Processing power doesn’t come free.
Struggling with this? How is stating numerical data “struggling?” If PC does have an advantage in frame data, then the playerbase should know about it. That is all my data is hoping to show, for the knowledge for the community. Having a 66ms advantage for a game would be justification for console players to disable crossplay.
So, next, I am currently in the process of creating a video showing input lag values for different Gears games. Spoiler, Ultimate edition with Xbox vs PC is only a 1 frame difference. Could it be an issue with UE4 vs UE1 on the xbox hardware? Who know, though if possible TC could look into the issue, and possibly fix it. Making these differences known to developers is why they want feedback. If they can lower the lag, that is a win for everyone.
I highly encourage you to think before you speak. I would greatly appreciate it. “It existed in Gears 4” is not a reason why the trend should continue.
I know you’re upset because you thought you found something unknown here but, like I said, we already knew about it. We’re not surprised that’s it’s in the next game because, as we tried to explain to you, consoles have limited processing power and the developer will always prioritize visuals. The proof is in the fact that there’s a frame buffer. They didn’t change it before, they’re not changing it now.
You’re not the first person to rage about this in here. We had multipage threads on the last forum.
Interesting. I have an OG Xbox One, and it seemed to run at 30 for me.