There is input delay in Elden Ring. There’s a delay from when you push dodge, to when your chapter actually rolls. It’s the first thing I noticed about the game.
Same. This my first time playing coming from monster hunter rise where I was soloing risen elders and the dodge is extremely noticeable to the point I'm not really having fun and would rather block.
Sorry to burst your bubble, but DSP is right. There *IS* input delay when you roll because that's how the action is coded, as it needs time to register if you're not trying to sprint. Try dodge-rolling and then try using Blooehound Step. It's a whole world of difference.
ight then i guess im wrong about this one, i just don't see how using input delay as an excuse to suck at games makes any sense but this is DSP we are talking about lol. BTW great video on that rune selling website, they have also been hounding me for months
@@joshprimegaming I'm not a huge fan of immediately dismissing what someone says / mocking them, and only after that putting thought on whether they were right or not. Makes you guys look very disingenuous
He is right about input delay. You would know if you were actually involved in the Souls community or at least interacted with skilled players. How DSP interprets this fact and uses it to justify himself is a different story, though.
yep, found this video because i recorded my screen and counted frames between my pressing my dualsense and the animation starting on screen. About 80ms delay on average. Wanted to see if anyone talked about the delay
This video is a good reminder that sometimes someone can disagree with you over a factual thing, and somehow have no idea what they're talking about at the same time.
I came back to elden ring to set up a character for the upcoming DLC after playing 30 hours of Jedi Survivor and the demo for Flintlock, and yeah, the game has noticeable input delay
There IS input delay, the fact you've never heard about this before is 1 not an argument and 2 shows that you dont know what you're talking about. Anyone who has played souls games for a long time will confirm this. Though I wouldnt describe it as massive. Best example to prove this is that when you get hit but you did press dodge, only to get a instaroll after the hit, even though you didnt press the dodge button after the attack landed. Not only that sometimes your inputs gets eaten entirely, you pressed a certain action but nothing happens. This is more an Elden Ring problem, I didnt have this happen much even if at all, in the other souls games.
the input delay is only around 2 frames, but thats MASSIVE in a souls game. pre nerf colossal greatswords had a crouch attack that was 14 frames, and it was one of the best pvp weapons in the game. after the nerf the startup (time before the hitbox is activated) was increased to around 16 frames. this singlehandedly killed the entire weapon class, and it can no longer be anywhere near as aggressive as it was before. 2 frames is a lot!
@@wacawaka1802 i honestly dont know what you're fucking talking about, my comment is also 2 months old. QUEUEING inputs is an intended and NECCESARY mechanic that is used for escaping frametraps and punishes PANIC rolling as a side effect. Feel free to ask any more questions about how the game actualy fucking operates on a programing and frame data standpoint.
He's right that dodging in souls games is slower (takes longer to give you i-frames and goes off when you release the dodge button instead of when you press it). What he doesn't understand is that the combat is built with this in mind. If the dodge worked quicker then everything in the game would have to be rebalanced to be faster and harder to dodge again. The reality is he just has slow reactions and wants something to blame aside from himself. Everything is reactable even with the less responsive dodge.
How is dodging on release good design though, and even then, it actually doesn’t and I just watched about 6 other TH-cam videos with dudes who slowed their key presses to count frames It’s infuriating And before you @ me to get good, I finished this game multiple times on release on Xbox and on my pc it is insufferable lol
@@Bekfst I'm not saying it's "good" I'm saying it's irrelevant. The reason people dislike it is because the character doesn't roll right when they hit the button and so they blame that for not being able to react in time. But the bosses' attacks are timed to be slower because the dodge activates on release so it actually isn't the reason you aren't dodging in time. If the dodge came out on release then the bosses would have faster attacks. Personally I prefer if a game has dodge on press because even if it doesn't really matter it still feels more responsive.
@@Bekfst Sorry I meant to say on press not release. The problem is sprint and dodge are the same button so it can't dodge on release otherwise you can't sprint. This is why other games put sprint on a different button though like the Team Ninja games and I think that makes them feel better.
@@ickyfist yeah it’s annoying, I know you get used to it at some point but I honestly just Cracked the shits on the first tree sentinel (yes I know you’re supposed to ignore it) but the game feeling that unrensponsive is pretty universal and I cbf sitting through it for 5 hours til you get somewhat used to it, idk imo it’s bad design for anything not be responsive in a game where the main mechanic is dodging
To eveyone saying Elden Ring has input delay.......I think I know why you think this but I'm pretty sure its not correct. Dodge for example, the dodge doesnt activate on button press. It activates on release. Meaning if you quickly tap circle/B it will seem like a split second delay. Pay attention next time you play, hold down dodge ever so slightly and youll notice once you release the button your character will dodge instantly. Pretty sure this is due to dodge and sprint (hold) being tied to the same button. Because things like attacks, when you press r1/r2 the animation begins instantly on button press. In saying that though, it does feel kinda awkward because of how fast some of the bosses are. Im not sure why they can't just make sprint L3. Dodge stays as circle/B and comes out instantly on button press. I feel like this would be an improvement.
This guy is a menace 😂. The problem with debunking this argument is there be input delay due to various factors but it looks like what he's actually experiencing is input buffering which definitely frustrated me my first souls-like because its not made clear to the player whats happening or why. Its one of those necessary evils
I'm thinking that there's input delay because sprinting and rolling are the same button, but tied to the button being held or tapped, and the game I believe has to register that "hey, he just tapped the button" or "hey, he's holding the button"
I love Elden Ring, however the input delay is a problem in this game and DSP is correct, dodge on button release is the biggest factor for that input delay. An other reason that impact all inputs delay is the limited FPS to 60, I play on windows and this is super annoying, Vsync is on by default which make things worse. I finished Elden Ring twice, however, I played by writing an AHK script to simulate a dodge button push then release in a very short period, configured this script to a different button push event, and helped in reducing the input lagg (that's why I love playing on windows)
i played all souls games, blood borne, sekiro but stopped elden ring. in ds3 i usually take on the dancer as my second boss. which means: i know how to dodge. and elden ring...it just doesn't feel right. there is a major lag...
yeah elden ring has major input delay.. sekiro is much smoother and it doesn't help the bosses are more like sekiro.. ds3 i havent touched in a while. True DSP is DSP but the game has serious input delay
you aren't crazy! Lots of videos out there proving your point comparing and contrasting games like ds1 3 and elden ring (ds2 is a little different thus isn't part of the equation).
@@Thixico i kinda fixed this problem by switching to potato graphics. as long as you hit over 45fps (45 must be the lowest number, even when fps drop) the lag disappears.
@@dnlXIII has nothing to do with graphics, these tests were done on high end PCs, the game purposefully adds a delay (NOT COUNTING START UP AND RECOVERY FRAMES MIND YOU) because it was a bandaid fix due to estus cancelling and moveswap tech discovered and popularized in ds3.
@@Thixico bugs of this sort don't care about the specs of someones pc. just try it out yourself: lower resolution, set all to low. yes there is some delay (certain fluid combos like jump-attack after a dodgeroll are no longer possible), but set to potato graphics makes it muuuuch easier.
I mean Dark Souls and Elden Ring does have input delay, but it's meant to make sure you learn to make all your movements deliberate. If you do panic it droos inputs for that reasons.
@@joshprimegaming You're off by a few thousands If you get into PvP you'll realize how significant the slight input delay really is. Takes attacks from barely reactable to completely unreactable
There is input delay buddy , i am on DLC now second playthrough and i stopped halfway because am done with this bullshit delay . I am a veteran player since demon souls. I am very skilled I do no hit runs easily. I experiment with the game and I IGNORED Input delays in base game, But now this time. Its not Just B its attacks, incanctations, torrent mountign and dismounting . jumping. ETC.. its all over the board , you will see an update soon. i promise.
What I hate the most about this input delay is that most of the times the input doesn't register, I fucking died so much because my character doesn't dodge at all when I clearly rolled out of my way
There's minimal input delay for dodging, but there is reasons some ppl will have heavy input delay. It all involves fps as fps is how the dodge is registered. 30 fps will have a .166 second input delay (3 frames) and 60 fps will have way less than that. So 60 fps dodge rolling isn't noticeable unless you're actively paying close attention while 30 fps is super noticeable as it's literally .2 seconds. The games can actually be capped at 60 fps while letting you run higher fps for input. Dark souls remastered for example allows high enough fps that your monitor allows you to dodge faster than the other games. There's some other issues like Fullscreen mode and some other things that I've heard cause input delay which could be more complicated than fps but still might be tied to fps. Old gen is capped at 30 and new gen will only get 60 if put in frame rate mode. So if you're having issues with delay for rolling just make sure you have the game in frame-rate/performance mode + if you're on pc try playing windowed full screen as Ive heard full screen causes some delay. Alot of new players may go in thinking it's supposed to be like this but nope it's not a super universal thing for the input delay.
It has input delay on roll, probably because it needs to check if you are holding to run. For me it was actually offputting at first, then you get used to it, but it's very wierd (was my first souls). (If he means input-queue like other people are pointing out, then it's stupid)
No, there is 100% a delay between the time you let go of Circle and your character rolls. DS 3 did not have this problem. It easy to test and see with your own eyes.
You don't sprint on circle in Nioh, it's also on X. Also, Nioh having dodging on the X button says nothing about why it's so responsive, my guy. Both games have 1 button dedicated to both dodging and sprinting, but Nioh is more responsive due to virtue of the fact that 1) it runs way better what with higher frame limits baked into the game, and 2) overall faster combat with less emphasis on animation commitment, which is the exact opposite of ER.
In Elden ring all your attacks have long animations that you have to commit to lol. These games have always had a bigger focus on learning a bosses move set rather than reaction time.
not true, the input delay is a serious issue, or itll drop inputs due to the input queue and not do anything or delay it further so if you mistap or something that also screws you over despite the fact some bosses attacks are almost faster than a human can react and actually some are which is why speed runners and no hit runs rely on things like parry of other s or attempting to bait attacks and often redo the boss dozens to hundreds of thousands of times.
I don't have issues with input delay. However, I am on this video because i'm trying to figure out what's going on with the input drops I keep having in the game and it's only an elden ring with a brand new controller mind you
He is right about input delay in souls games… I started playing elden ring again for the DLC and immediately remembered how bad the delay was. I had hoped they had fixed it and NOPE, because it has become part of the difficulty and it is a poor way to make a game more difficult. And FromSoft absolutely does NOT have great controls. They are purposely made slow and delayed as an extra layer of difficulty.
DSP is right. Elden ring's input delay is terrible. You can't even dodge while running and this is inexcusably bad game design - full stop. Every good Souls player agrees with this, so what DSP is saying isn't even controversial. You fixating on how bad he sucks at games is a red herring. You also pointed out the actual problem when you tried to make your argument, which is dodge/run are on the same button. This shouldn't be a thing at all; its lazy design and bad.
No he is dead wrong and so are you, when you sprint YOU made that choice, YOU make the choice to SPRINT or DODGE or ATTACK and so on and so forth with the games VAST arsenal of abilities/ashes such as bloodhound step etc. It isn't "lazy design and bad" it's intentional game design to confront you with a challenge, Plus what do you expect there is only so many buttons on an Xbox or Playstation controller (the primary inputs for the majority of users playing these games).
@@struggleryoutube PC unlocks the option to have custom buttons - and a lot more of them. Its lazy design and you're just flat out wrong for thinking that a game shouldn't let you roll while running.
the only good souls players that i witnessed are those no hit runners and they can do all of those you accused about the game so shut up coz you dont know what are you talking about also
If he is bitching or not, doesn't really matter. He said a fact, that the need to release a button to perform an action adds more input delay. The problem in that is you usually need to perform this action in really short windows, mostly when suffering pressure from bosses or enemies. It's natural that you'll automaticaly bitch about that. I don't see a reason to create a drama around it and in the end, it resumes in getting used to the game mechanics.
because input delay has been around since ds3 (and even earlier). if you interacted with the pvp scene at all or any skilled players you would know this.
Just bought the game, but this delay is real for me, about 0.5 - 1 sec before I dodge after pressing the button. If I hold the button while standing still he will still dodge, but just a second later. Very disappointing :( was pretty exited for the game. Maybe i'm too used to Wuthering Waves gameplay where dodges just happen instantly when i press.
honestly, I've heard a similar complaint a few times in the pvp community. Honestly, I don't think what DSP is technically wrong as there is an inherent delay (as you stated, micro seconds), but I do think DSP may be exaggerating how much it influences the single player experience. Personally, I had no issues with it, but if I had to choose, I'd prefer dodging to be an independent button.
its true they all have input delay its the 60fps cap combined with the combat design. modern souls at 144fps or higher dont have this they all have fast phased combat.
So even if that was the case why isn’t he doing what he knows he’s supposed to do according to him?! This is one of the rare times ima say skill issue.
After finishing the Game, I can confidently say that Another Crabs treasure is one of the best soulslikes ever made, it might be as good as Lies of p and together they both are the best soulslikes ever made.
It's called negative edge input. It's kind of the way it has to be because the doge button also acts as the run button. They can't know which you intend to do until you release the button. It does add "input delay", but not mechanical. No matter how much you play, the mind doesn't fully adjust to that, so there's some extra delay in your dodge as a reaction. It's just how it works. As far as the delayed attacks, you are kind of wrong. You still have to wait for the right moment to dodge and the windows are tight. React is, IMO, better (easier?), but that's part of the "challenge" of Souls like combat. It's pretty irresponsible of you to call the guy brain-dead and being an idiot just because he described it wrong. You also didn't link his original video, which you should so that people can watch his video and make their own decisions about it. I think you should apologize to him. I will also say, I think your attitude of wanting to call out "idiots" is not helpful or productive and is unprofessional.
I guess he does "know" what hes talking about but its not input delay. Dont get me wrong he still trash at the game but it is true that pressing b doesnt mean instant dodge, pressing b starts the dodge but the i frames dont start right away. He is too dumb to actually describe this tho so he just says its input delay.
It seems like when Phil has almost depleted the enemy's health bar he gets impatient and tries to stand there spamming spells in order to end it quickly. He doesn't seem to realize that he drains his stamina. He's not able to dodge or roll because he has no stamina. It's not input delay. It's just the well known game play mechanics. If he would ever bother to go back and review the video he would clearly see that. But it's Phil and he's never done anything wrong.
It seems like what he might mean by input delay might be the delay between rolling and your i-frames actually activating (I dont know if there even is a delay lol)
There is not, but DSP is genuinely correct, when b is released then the dodge is executed. Not on press because it also is your sprint, it has to wait to see if you are sprinting first before it can make you dodge.
At this point who cares what he says we all know he’s wrong and it’s been 2 years since the game came out. Also he’s kinda right because every souls game does have a small input delay, but it’s part of the commitment and timing aspect of souls games. Also even though we disagree some ppl just don’t like that kinda combat so even though it’s bullshit cuz this boss specifically is easy as hell I feel like this isn’t that bad of a take in general.
@@MaidenlessScrub yeah but when u click the dodge button it’s a lil less responsive and takes a second to actually initiate. It’s not big but it’s noticeable and I’m not the only one who’s seen it. (I don’t rlly care abt it and personally it adds to the need to precisely time otherwise you will get hit just slightly even though you felt like u dodged it.)
@@godly_potatoe69xd19 You can't dodge right the way because your previous rolling animation has not finished yet, and there's an input buffer to punish players who just mash. I can't see how those are input delay.
@@MaidenlessScrub yeah I meant buffering, it waits and stops you from doing anything if you don’t complete the action, and some ppl just don’t like that which js fine and I like it but pretending it doesn’t exist (which a lot of the community does) is kinda stupid
@@godly_potatoe69xd19 input buffering and input delay are two different things. Frankly they’re sort of the opposite of each other. I don’t think the community pretends that it doesn’t exist, we just adapt and to it so we don’t complain as much. Anyone who is new to these game will definitely find it strange for a couple of hours, especially if they come from action JRPG or Musou games.
Though I know DSP is pretty terrible at games in general, in terms of the "having to release dodge" to dodge is in my opinion a clear showing of poor placement of buttons due to multi-mapping keys. Multi-mapping keys is a clear showing of a console port where not as many buttons are available. On PC version they've not even given an option to change this. For people who don't like the way fromsoft have done the key setup there is a mod that allows you to map dodge to a dedicated key, DSP has a point but calling it "input delay" is incorrect, though again I do know where he is coming from with his point.
I LOVE Elden Ring, absolutely hands down my favorite game in the last 10 years. I do have to say though, and it's just L2 but I will hold it down nothing happens. Sometimes I have to do that 2 to 3 times, for the swinging animation to start. No problems with dodging or anything, just L2. Playing on PS 5 by the way, maybe it's just Vyke's war spear? I don't know.
No way your not noticing that delay, in fact the delay is intended and placed by fromsoft. That's one of the reasons why the game is "hard". You have to learn the enemies attack pattern and sync it with your doges.
to me it feels like DSP kniows what he is doing because in the end ,he gets online attention , even if he has to play the role of a frustrated man to get that ,after all more attention = more money
Yeah this is a shit take. Multiple people have measured the input lag. But like any souls like player, any criticism is met with "you're dogshit and you shouldnt play games anymore".
You come across as condescending and you clearly didn’t address his points to why its annoying, you just said it’s not. in most souls like games add in artificial input delay or action on release. I understand that’s due to having multiple things mapped to one input but other games handle this better with a proper tutorial which they also commonly lack. Also the input buffer isn’t just on dodging is on most actions in the game, like sprinting takes .2 seconds to activate. None of this is told to the player so if you don’t only play souls like games or you’re still new to the game it’s annoying
Elden Ring has the worst input delay/clunkiest feeling melee combat of any game game I've ever played and it's not even close. compare it to something like Monster Hunter World and you can immediately tell the difference. DSP is correct
These souls games definitely have input delays. And the fact that people are saying there isn’t is mind blowing you guys just chose to accept it and deal with it instead of bringing that to the developers attention. I love combat video games, but when a delay is part of the strategy to learn that’s obnoxious. Could you imagine shooter games where when you’re supposed to pull the trigger and a bullet is supposed to come out….there’s a delay? Exactly.
I quit the game because of this, this whole time thinking it's my tv, why is this (maybe not technically input lag, but definitely) delay so bad lolol. Who thought to map a secondary action to something so critical as the dodge/roll button! :S. it's good to find out this is actually a real thing, but terrible in that people are still posting about it so therefore it will never be patched
There isn't an input delay. There's an ANIMATION delay once an input is detected. I've never played a Fromsoft game before until I tried Elden Ring and I noticed it right away compared to games like Jedi: Fallen Order and God of War where the "inputs" feel a lot more instant. It took me quite a while to get to grips with it. I don't think anyone's smoking crack here. I think what this dude was saying makes perfect sense, but he was just explaining it wrong by using the words "input delay." I think you're being a bit harsh here.
DSP is moron but he is partially right, the input delay is absolutely insufferable on PS4/5 borderline makes the game unplayable and it's coming from someone who has been complaining about this since day 1 and has well over 2k+ hours just in fromsoft games, elden ring is a 10/10 but it is uneccaptable and it's a shame that none of the creaters actually talked about this, god forbid the devs fix the game. To specify, I am explicitly talking about only ER, none of the other games have this issue, also, people have uploaded tons of videos since day 1 comparing the input delay in ds3 and sekiro to elden ring.
1. Input lag. Especially on K&m. 2. Action queue. Can't cancel animation till next action in the queue is played. Thsi is cancer. 3.Binding 3 actions on one button for k&m players is nonsense. 4. This video is laughable.
Is the first thing I noticed after just finishing DS3. The game sucks and I hate complicated stuff so strength is the only way to play fromsoft games for me, therefore i deleted the game after like 20 minutes of playing without the 40 minutes lost making the character. UNPLAYABLE The delay roll reminds me of DS2 parry a bit.
Spot on. This "input delay" stuff is crazy. Been playing Elden Ring since release, done a few playthroughs. Did DS3 a few times too. Just today heard this stuff about "input delay," I've never noticed. Prob because I just press the buttons instead of holding them down lol. Lots of games have this, where _pressing_ the button does one thing, but _holding_ the button down does another thing. It's not "input delay." The "input" is pressing the button, as opposed to holding the button, which is a different input. So calling it "input delay" is a strawman. They just know it sounds ridic if they accurately say: "I hate how one button does something different when you hold it down" lol. So they instead term it "input delay" to make it sound like it's some problem with the game. We are literally talking about the amount of time it takes for the button to depress, a negligible amount of time. Fromsoft has the best controls of any game I have ever played. Incredibly well organized and intuitive. You put an item in your left hand, you use the left trigger for it. Right hand, use the right trigger for it. For heavier attacks with either? Use the literally heavier trigger on whichever side. 1 joystick to move. Then all other "action" buttons are neatly grouped together: 1 button to dodge, 1 button to jump, 1 button to use an item. Perfect controls. This is why I hated the Witcher III's controls, you have different attacks spread out all over the controller with no organization to the layout whatsoever. "X" is still an attack, but then one of the triggers is your magic attacks, and you can't hold your guard up while doing an attack but have to lower your guard first -- no fluidity between them. And holy moly, if we want to talk about "delay" ... That game uses a "paired animation" system, so your character will physically be unable to do certain actions if an _enemy_ NPC has already initiated an animation with your character. Unlike Elden Ring where you swing the sword and it swings, irrespective of whatever the enemy is doing.
It does have input delay unfortunately and elden ring is the biggest offender of it compared to earlier entries oddly enough. Does this justify DSP? Hell no unless DSP was doing some super high level comp ladder PvP it doesn't matter at all since the bosses were designed with this in mind, its basically a non issue for PvErs but its something PvPers noticed off rip. DSP is right, he has fighting game experience so he does notice it but he's just horrible at games and adapting to them, Steelovsky's made a response to this video so check it out. Remember that a broken clock is right twice a day cheers.
Nah, he's just an idiot. There are plenty of older people that love soulslike games, it's all just a matter of preference and not being an obstinate douchebag.
There is input delay in Elden Ring. There’s a delay from when you push dodge, to when your chapter actually rolls. It’s the first thing I noticed about the game.
Same. This my first time playing coming from monster hunter rise where I was soloing risen elders and the dodge is extremely noticeable to the point I'm not really having fun and would rather block.
@RobertEdwinHouse9 yes it was
@RobertEdwinHouse9 most people say '' it was'' but you say nope, guess who people are gonna listen to more.
Sorry to burst your bubble, but DSP is right. There *IS* input delay when you roll because that's how the action is coded, as it needs time to register if you're not trying to sprint. Try dodge-rolling and then try using Blooehound Step. It's a whole world of difference.
Yeah wtf there is genuine input delay idk how DSP is right and still getting cooked
ight then i guess im wrong about this one, i just don't see how using input delay as an excuse to suck at games makes any sense but this is DSP we are talking about lol.
BTW great video on that rune selling website, they have also been hounding me for months
@@joshprimegaming Well, it's DSP. He'll use any excuse for anything. But that doesn't mean he's *wrong* everytime.
@@OnlyWaifuYT yeah i guess a broken clock is right twice a day!
@@joshprimegaming I'm not a huge fan of immediately dismissing what someone says / mocking them, and only after that putting thought on whether they were right or not. Makes you guys look very disingenuous
He is right about input delay. You would know if you were actually involved in the Souls community or at least interacted with skilled players. How DSP interprets this fact and uses it to justify himself is a different story, though.
yep, found this video because i recorded my screen and counted frames between my pressing my dualsense and the animation starting on screen. About 80ms delay on average. Wanted to see if anyone talked about the delay
This video is a good reminder that sometimes someone can disagree with you over a factual thing, and somehow have no idea what they're talking about at the same time.
I came back to elden ring to set up a character for the upcoming DLC after playing 30 hours of Jedi Survivor and the demo for Flintlock, and yeah, the game has noticeable input delay
There IS input delay, the fact you've never heard about this before is 1 not an argument and 2 shows that you dont know what you're talking about. Anyone who has played souls games for a long time will confirm this. Though I wouldnt describe it as massive. Best example to prove this is that when you get hit but you did press dodge, only to get a instaroll after the hit, even though you didnt press the dodge button after the attack landed.
Not only that sometimes your inputs gets eaten entirely, you pressed a certain action but nothing happens. This is more an Elden Ring problem, I didnt have this happen much even if at all, in the other souls games.
the input delay is only around 2 frames, but thats MASSIVE in a souls game.
pre nerf colossal greatswords had a crouch attack that was 14 frames, and it was one of the best pvp weapons in the game. after the nerf the startup (time before the hitbox is activated) was increased to around 16 frames. this singlehandedly killed the entire weapon class, and it can no longer be anywhere near as aggressive as it was before.
2 frames is a lot!
the input buffer can be an issue tho, it is not reset when you take a hit
Stop spamming buttons
its for escaping frametraps, if thats an issue to you, you're panic rolling
@@AluminumHastesource for that being the problem? Or are you just a fanboy?
@@mudkippl source for that being the problem? Or are you just a fanboy?
@@wacawaka1802 i honestly dont know what you're fucking talking about, my comment is also 2 months old. QUEUEING inputs is an intended and NECCESARY mechanic that is used for escaping frametraps and punishes PANIC rolling as a side effect. Feel free to ask any more questions about how the game actualy fucking operates on a programing and frame data standpoint.
He spams dodge in the middle of his attacks then screams i rolled i rolled
I know right :P
bUt i RoLleD!!!
Sir, you rolled INTO THE ATTACK !!
@@Ringoroadagain6 it is not fair in any way shape or form, it's completely broken...
Right?
He's right that dodging in souls games is slower (takes longer to give you i-frames and goes off when you release the dodge button instead of when you press it). What he doesn't understand is that the combat is built with this in mind. If the dodge worked quicker then everything in the game would have to be rebalanced to be faster and harder to dodge again.
The reality is he just has slow reactions and wants something to blame aside from himself. Everything is reactable even with the less responsive dodge.
How is dodging on release good design though, and even then, it actually doesn’t and I just watched about 6 other TH-cam videos with dudes who slowed their key presses to count frames
It’s infuriating
And before you @ me to get good, I finished this game multiple times on release on Xbox and on my pc it is insufferable lol
@@Bekfst I'm not saying it's "good" I'm saying it's irrelevant. The reason people dislike it is because the character doesn't roll right when they hit the button and so they blame that for not being able to react in time. But the bosses' attacks are timed to be slower because the dodge activates on release so it actually isn't the reason you aren't dodging in time. If the dodge came out on release then the bosses would have faster attacks.
Personally I prefer if a game has dodge on press because even if it doesn't really matter it still feels more responsive.
@@ickyfist you think it feels more responsive for the mechanic to activate, not in time with when you asked it too???
@@Bekfst Sorry I meant to say on press not release.
The problem is sprint and dodge are the same button so it can't dodge on release otherwise you can't sprint. This is why other games put sprint on a different button though like the Team Ninja games and I think that makes them feel better.
@@ickyfist yeah it’s annoying, I know you get used to it at some point but I honestly just Cracked the shits on the first tree sentinel (yes I know you’re supposed to ignore it) but the game feeling that unrensponsive is pretty universal and I cbf sitting through it for 5 hours til you get somewhat used to it, idk imo it’s bad design for anything not be responsive in a game where the main mechanic is dodging
To eveyone saying Elden Ring has input delay.......I think I know why you think this but I'm pretty sure its not correct.
Dodge for example, the dodge doesnt activate on button press. It activates on release. Meaning if you quickly tap circle/B it will seem like a split second delay. Pay attention next time you play, hold down dodge ever so slightly and youll notice once you release the button your character will dodge instantly. Pretty sure this is due to dodge and sprint (hold) being tied to the same button. Because things like attacks, when you press r1/r2 the animation begins instantly on button press.
In saying that though, it does feel kinda awkward because of how fast some of the bosses are. Im not sure why they can't just make sprint L3. Dodge stays as circle/B and comes out instantly on button press. I feel like this would be an improvement.
This causes the delay. No other game functions this way because everyone knows it feels awful and isn't good game design.
This guy is a menace 😂. The problem with debunking this argument is there be input delay due to various factors but it looks like what he's actually experiencing is input buffering which definitely frustrated me my first souls-like because its not made clear to the player whats happening or why. Its one of those necessary evils
I'm thinking that there's input delay because sprinting and rolling are the same button, but tied to the button being held or tapped, and the game I believe has to register that "hey, he just tapped the button" or "hey, he's holding the button"
just because you get good at something bad doesnt make it not bad lol. i might as well just start flaming hardworking poor people.
I love Elden Ring, however the input delay is a problem in this game and DSP is correct,
dodge on button release is the biggest factor for that input delay.
An other reason that impact all inputs delay is the limited FPS to 60, I play on windows and this is super annoying, Vsync is on by default which make things worse.
I finished Elden Ring twice, however, I played by writing an AHK script to simulate a dodge button push then release in a very short period, configured this script to a different button push event, and helped in reducing the input lagg (that's why I love playing on windows)
i played all souls games, blood borne, sekiro but stopped elden ring.
in ds3 i usually take on the dancer as my second boss. which means: i know how to dodge. and elden ring...it just doesn't feel right. there is a major lag...
yeah elden ring has major input delay.. sekiro is much smoother and it doesn't help the bosses are more like sekiro.. ds3 i havent touched in a while. True DSP is DSP but the game has serious input delay
you aren't crazy! Lots of videos out there proving your point comparing and contrasting games like ds1 3 and elden ring (ds2 is a little different thus isn't part of the equation).
@@Thixico i kinda fixed this problem by switching to potato graphics. as long as you hit over 45fps (45 must be the lowest number, even when fps drop) the lag disappears.
@@dnlXIII has nothing to do with graphics, these tests were done on high end PCs, the game purposefully adds a delay (NOT COUNTING START UP AND RECOVERY FRAMES MIND YOU) because it was a bandaid fix due to estus cancelling and moveswap tech discovered and popularized in ds3.
@@Thixico bugs of this sort don't care about the specs of someones pc. just try it out yourself: lower resolution, set all to low. yes there is some delay (certain fluid combos like jump-attack after a dodgeroll are no longer possible), but set to potato graphics makes it muuuuch easier.
I mean Dark Souls and Elden Ring does have input delay, but it's meant to make sure you learn to make all your movements deliberate. If you do panic it droos inputs for that reasons.
i hope Josh Prime Gaming owns up to his mistake about Elden Ring input delay
I mean like i said in the video if there is a delay its micro seconds, its not really an excuse for sucking at games but like i said I could be wrong
@@joshprimegaming You're off by a few thousands
If you get into PvP you'll realize how significant the slight input delay really is. Takes attacks from barely reactable to completely unreactable
@@joshprimegamingThere IS a delay. You ARE wrong.
@@joshprimegamingwhat a loser you are lol
There is input delay buddy , i am on DLC now second playthrough and i stopped halfway because am done with this bullshit delay .
I am a veteran player since demon souls.
I am very skilled I do no hit runs easily. I experiment with the game and I IGNORED Input delays in base game, But now this time. Its not Just B its attacks, incanctations, torrent mountign and dismounting . jumping. ETC.. its all over the board , you will see an update soon. i promise.
There is delay bro , I mean dsp is trash but he has a point here . There is MAD input delay 😂
What I hate the most about this input delay is that most of the times the input doesn't register, I fucking died so much because my character doesn't dodge at all when I clearly rolled out of my way
You're the one smoking crack bro, the roll only comes out when you release the button :' )
I guess I am!
There's minimal input delay for dodging, but there is reasons some ppl will have heavy input delay. It all involves fps as fps is how the dodge is registered. 30 fps will have a .166 second input delay (3 frames) and 60 fps will have way less than that. So 60 fps dodge rolling isn't noticeable unless you're actively paying close attention while 30 fps is super noticeable as it's literally .2 seconds.
The games can actually be capped at 60 fps while letting you run higher fps for input. Dark souls remastered for example allows high enough fps that your monitor allows you to dodge faster than the other games.
There's some other issues like Fullscreen mode and some other things that I've heard cause input delay which could be more complicated than fps but still might be tied to fps. Old gen is capped at 30 and new gen will only get 60 if put in frame rate mode. So if you're having issues with delay for rolling just make sure you have the game in frame-rate/performance mode + if you're on pc try playing windowed full screen as Ive heard full screen causes some delay.
Alot of new players may go in thinking it's supposed to be like this but nope it's not a super universal thing for the input delay.
It has input delay on roll, probably because it needs to check if you are holding to run. For me it was actually offputting at first, then you get used to it, but it's very wierd (was my first souls). (If he means input-queue like other people are pointing out, then it's stupid)
he is spamming dodge so much that he keeps queueing the action while trying to attack giving the illusion of input lag.
His brain has input lag
By input delay he prolly meant how once you attack you must commit to it, Which imo makes the souls games feel so great.
The un-interrupt-ability of an animation is not the same as the delay of a beginning of an animation. The input delay refers to the latter
No, there is 100% a delay between the time you let go of Circle and your character rolls. DS 3 did not have this problem. It easy to test and see with your own eyes.
ngl bro youre just giving this guy attention at this point. let it die.
You don't sprint on circle in Nioh, it's also on X. Also, Nioh having dodging on the X button says nothing about why it's so responsive, my guy. Both games have 1 button dedicated to both dodging and sprinting, but Nioh is more responsive due to virtue of the fact that 1) it runs way better what with higher frame limits baked into the game, and 2) overall faster combat with less emphasis on animation commitment, which is the exact opposite of ER.
In Elden ring all your attacks have long animations that you have to commit to lol. These games have always had a bigger focus on learning a bosses move set rather than reaction time.
not true, the input delay is a serious issue, or itll drop inputs due to the input queue and not do anything or delay it further so if you mistap or something that also screws you over despite the fact some bosses attacks are almost faster than a human can react and actually some are which is why speed runners and no hit runs rely on things like parry of other s or attempting to bait attacks and often redo the boss dozens to hundreds of thousands of times.
DSP once again struggling at playing a video game. This guy struggled with Tears Of The Kingdom.
Lol
You don't know what you're talking about.
who do you think you are lil bro
I don't have issues with input delay. However, I am on this video because i'm trying to figure out what's going on with the input drops I keep having in the game and it's only an elden ring with a brand new controller mind you
He is right about input delay in souls games… I started playing elden ring again for the DLC and immediately remembered how bad the delay was. I had hoped they had fixed it and NOPE, because it has become part of the difficulty and it is a poor way to make a game more difficult. And FromSoft absolutely does NOT have great controls. They are purposely made slow and delayed as an extra layer of difficulty.
Dsp is a goober. Shadow ov the Erdtree hype.
Goober means cute
@scarameowSucksAtGaming he's a cutie patootie for sure. He thinks he's a great maximalist feast for the eyes and is this tiny cute litte amoeba.
I just brought Elden Ring today and the first thing I noticed was the input delay in rolling as well as melee attacks. It's terrible.
DSP is right, you don't know any shit. That's all
DSP is right.
Elden ring's input delay is terrible.
You can't even dodge while running and this is inexcusably bad game design - full stop. Every good Souls player agrees with this, so what DSP is saying isn't even controversial.
You fixating on how bad he sucks at games is a red herring. You also pointed out the actual problem when you tried to make your argument, which is dodge/run are on the same button. This shouldn't be a thing at all; its lazy design and bad.
No he is dead wrong and so are you, when you sprint YOU made that choice, YOU make the choice to SPRINT or DODGE or ATTACK and so on and so forth with the games VAST arsenal of abilities/ashes such as bloodhound step etc. It isn't "lazy design and bad" it's intentional game design to confront you with a challenge, Plus what do you expect there is only so many buttons on an Xbox or Playstation controller (the primary inputs for the majority of users playing these games).
@@struggleryoutube PC unlocks the option to have custom buttons - and a lot more of them.
Its lazy design and you're just flat out wrong for thinking that a game shouldn't let you roll while running.
the only good souls players that i witnessed are those no hit runners and they can do all of those you accused about the game so shut up coz you dont know what are you talking about also
The delay is between his brain and his fingers
THE DETRACTOR COMMUNITY!?
That guy is smoking crack seriously I don’t know what you talking about the delay what delay? huh ???
You have to learn mechanics? Holy cow. What can I do about that?
can I introduce you to Intelligence builds
This guy is the OG of skill issue
Input buffering is a nuisance, but once you get around "panic inputs" it's not really an issue
If he is bitching or not, doesn't really matter. He said a fact, that the need to release a button to perform an action adds more input delay. The problem in that is you usually need to perform this action in really short windows, mostly when suffering pressure from bosses or enemies. It's natural that you'll automaticaly bitch about that. I don't see a reason to create a drama around it and in the end, it resumes in getting used to the game mechanics.
He’s been talking about this “input delay” since at least Dark Souls 3
He’s been using this excuse for years now
because input delay has been around since ds3 (and even earlier). if you interacted with the pvp scene at all or any skilled players you would know this.
Because it's been a thing for years
Oh man, he's either not going to respond to this at all or we're going to get a baby man meltdown.
The only game that has issues with input delay is DS2
The stamina decay after you finish sprinting is so oppressive
@@iandungeon273 elden ring does have problems tho , like really bad ones that fromsoft has ignored like game breaking bugs and glitches
Just bought the game, but this delay is real for me, about 0.5 - 1 sec before I dodge after pressing the button. If I hold the button while standing still he will still dodge, but just a second later.
Very disappointing :( was pretty exited for the game. Maybe i'm too used to Wuthering Waves gameplay where dodges just happen instantly when i press.
Hahah what a fool 😂
He’s wrong right at the start, I literally press and hold buttons on the console for Elden ring and you don’t need to release at all
honestly, I've heard a similar complaint a few times in the pvp community. Honestly, I don't think what DSP is technically wrong as there is an inherent delay (as you stated, micro seconds), but I do think DSP may be exaggerating how much it influences the single player experience. Personally, I had no issues with it, but if I had to choose, I'd prefer dodging to be an independent button.
its true they all have input delay its the 60fps cap combined with the combat design. modern souls at 144fps or higher dont have this they all have fast phased combat.
So even if that was the case why isn’t he doing what he knows he’s supposed to do according to him?! This is one of the rare times ima say skill issue.
After finishing the Game, I can confidently say that Another Crabs treasure is one of the best soulslikes ever made, it might be as good as Lies of p and together they both are the best soulslikes ever made.
He's not wrong
It's called negative edge input. It's kind of the way it has to be because the doge button also acts as the run button. They can't know which you intend to do until you release the button. It does add "input delay", but not mechanical. No matter how much you play, the mind doesn't fully adjust to that, so there's some extra delay in your dodge as a reaction. It's just how it works.
As far as the delayed attacks, you are kind of wrong. You still have to wait for the right moment to dodge and the windows are tight. React is, IMO, better (easier?), but that's part of the "challenge" of Souls like combat.
It's pretty irresponsible of you to call the guy brain-dead and being an idiot just because he described it wrong. You also didn't link his original video, which you should so that people can watch his video and make their own decisions about it. I think you should apologize to him. I will also say, I think your attitude of wanting to call out "idiots" is not helpful or productive and is unprofessional.
Boomer can’t cope with the fact he’s aging and isint as sharp as he used to be
I’m sure he’s very insulted rn👏🥱
I kinda know what he's saying, you have to know the attacks and be in the roll when the attack hits
I guess he does "know" what hes talking about but its not input delay. Dont get me wrong he still trash at the game but it is true that pressing b doesnt mean instant dodge, pressing b starts the dodge but the i frames dont start right away. He is too dumb to actually describe this tho so he just says its input delay.
He’s getting old, his reaction times are getting worse and he doesn’t want to realize it.
Sad.
DSP is right, but he definitely doesn’t understand how input delay actually affects the gameplay and uses it to cover his skill issue
No, he's right, doesn't matter why he's right, he's right period
Average elden ring meat rider there is input delay in elden ring
It seems like when Phil has almost depleted the enemy's health bar he gets impatient and tries to stand there spamming spells in order to end it quickly. He doesn't seem to realize that he drains his stamina. He's not able to dodge or roll because he has no stamina. It's not input delay. It's just the well known game play mechanics. If he would ever bother to go back and review the video he would clearly see that. But it's Phil and he's never done anything wrong.
It seems like what he might mean by input delay might be the delay between rolling and your i-frames actually activating (I dont know if there even is a delay lol)
There is not, but DSP is genuinely correct, when b is released then the dodge is executed. Not on press because it also is your sprint, it has to wait to see if you are sprinting first before it can make you dodge.
At this point who cares what he says we all know he’s wrong and it’s been 2 years since the game came out. Also he’s kinda right because every souls game does have a small input delay, but it’s part of the commitment and timing aspect of souls games. Also even though we disagree some ppl just don’t like that kinda combat so even though it’s bullshit cuz this boss specifically is easy as hell I feel like this isn’t that bad of a take in general.
Not being able to animation cancel is not input delay though.
@@MaidenlessScrub yeah but when u click the dodge button it’s a lil less responsive and takes a second to actually initiate. It’s not big but it’s noticeable and I’m not the only one who’s seen it. (I don’t rlly care abt it and personally it adds to the need to precisely time otherwise you will get hit just slightly even though you felt like u dodged it.)
@@godly_potatoe69xd19 You can't dodge right the way because your previous rolling animation has not finished yet, and there's an input buffer to punish players who just mash. I can't see how those are input delay.
@@MaidenlessScrub yeah I meant buffering, it waits and stops you from doing anything if you don’t complete the action, and some ppl just don’t like that which js fine and I like it but pretending it doesn’t exist (which a lot of the community does) is kinda stupid
@@godly_potatoe69xd19 input buffering and input delay are two different things. Frankly they’re sort of the opposite of each other. I don’t think the community pretends that it doesn’t exist, we just adapt and to it so we don’t complain as much. Anyone who is new to these game will definitely find it strange for a couple of hours, especially if they come from action JRPG or Musou games.
Though I know DSP is pretty terrible at games in general, in terms of the "having to release dodge" to dodge is in my opinion a clear showing of poor placement of buttons due to multi-mapping keys. Multi-mapping keys is a clear showing of a console port where not as many buttons are available. On PC version they've not even given an option to change this. For people who don't like the way fromsoft have done the key setup there is a mod that allows you to map dodge to a dedicated key, DSP has a point but calling it "input delay" is incorrect, though again I do know where he is coming from with his point.
I LOVE Elden Ring, absolutely hands down my favorite game in the last 10 years. I do have to say though, and it's just L2 but I will hold it down nothing happens. Sometimes I have to do that 2 to 3 times, for the swinging animation to start. No problems with dodging or anything, just L2. Playing on PS 5 by the way, maybe it's just Vyke's war spear? I don't know.
Nah he's right delay is massive at 3 secs
No way your not noticing that delay, in fact the delay is intended and placed by fromsoft. That's one of the reasons why the game is "hard". You have to learn the enemies attack pattern and sync it with your doges.
to me it feels like DSP kniows what he is doing because in the end ,he gets online attention , even if he has to play the role of a frustrated man to get that ,after all more attention = more money
Just because you’re a gamer doesn’t mean you’re a good gamer, also bro as we get older our reaction time isn’t the same 😅
Yeah this is a shit take. Multiple people have measured the input lag. But like any souls like player, any criticism is met with "you're dogshit and you shouldnt play games anymore".
You come across as condescending and you clearly didn’t address his points to why its annoying, you just said it’s not. in most souls like games add in artificial input delay or action on release. I understand that’s due to having multiple things mapped to one input but other games handle this better with a proper tutorial which they also commonly lack. Also the input buffer isn’t just on dodging is on most actions in the game, like sprinting takes .2 seconds to activate. None of this is told to the player so if you don’t only play souls like games or you’re still new to the game it’s annoying
There is a problem with double hits when you press once on attack but your character hits two times, can someone explain why this happens?
Elden Ring has the worst input delay/clunkiest feeling melee combat of any game game I've ever played and it's not even close. compare it to something like Monster Hunter World and you can immediately tell the difference. DSP is correct
Sounds like this fellow merely requires the simple feat of getting good 🤭
These souls games definitely have input delays. And the fact that people are saying there isn’t is mind blowing you guys just chose to accept it and deal with it instead of bringing that to the developers attention. I love combat video games, but when a delay is part of the strategy to learn that’s obnoxious.
Could you imagine shooter games where when you’re supposed to pull the trigger and a bullet is supposed to come out….there’s a delay? Exactly.
I have never heard anybody complain about that on a souls game lmao. Maybe a fps game but i think the controls are fine on elden ring
then you havent been active in the pvp scene or are not very good and you dont know what youre talking about.
Then you haven't interacted with the souls community at all. It's one of the biggest complaints out there
surprised no one has said it.........."Git Good scrub!!" hahahaha
I quit the game because of this, this whole time thinking it's my tv, why is this (maybe not technically input lag, but definitely) delay so bad lolol. Who thought to map a secondary action to something so critical as the dodge/roll button! :S. it's good to find out this is actually a real thing, but terrible in that people are still posting about it so therefore it will never be patched
Calling DSP a journalist 😂🤣 I mean games journos & DSP both need baby easy mode but I ALMOST have to defend journos here.
There isn't an input delay. There's an ANIMATION delay once an input is detected. I've never played a Fromsoft game before until I tried Elden Ring and I noticed it right away compared to games like Jedi: Fallen Order and God of War where the "inputs" feel a lot more instant. It took me quite a while to get to grips with it. I don't think anyone's smoking crack here. I think what this dude was saying makes perfect sense, but he was just explaining it wrong by using the words "input delay." I think you're being a bit harsh here.
im so excited for shadow of the erdtree
Dsp is right the delay sucks i got hit by a spell i seen because the run animation takes too long.
Hey my guy I need that Fromsoft leak hype! Hook a brother up!
DSP is moron but he is partially right, the input delay is absolutely insufferable on PS4/5 borderline makes the game unplayable and it's coming from someone who has been complaining about this since day 1 and has well over 2k+ hours just in fromsoft games, elden ring is a 10/10 but it is uneccaptable and it's a shame that none of the creaters actually talked about this, god forbid the devs fix the game. To specify, I am explicitly talking about only ER, none of the other games have this issue, also, people have uploaded tons of videos since day 1 comparing the input delay in ds3 and sekiro to elden ring.
His eyes are so black and beady.
Click bait
There is an input delay but very minuscule and nowhere near noticeable with no more than a couple hours of playing the game.
Although I will say if you play pvp it’s a little more noticeable but in pve it isn’t noticeable at all
@@AlienWSyes it is possible to adapt to poor design
DSP is the King of bad takes. I have literally never seen a clip of him where he isn't saying something insanely wrong.
1. Input lag. Especially on K&m.
2. Action queue. Can't cancel animation till next action in the queue is played. Thsi is cancer.
3.Binding 3 actions on one button for k&m players is nonsense.
4. This video is laughable.
Who watches that guy? He’s awful.
Uncs complaining abt pressing a button
Is the first thing I noticed after just finishing DS3. The game sucks and I hate complicated stuff so strength is the only way to play fromsoft games for me, therefore i deleted the game after like 20 minutes of playing without the 40 minutes lost making the character. UNPLAYABLE The delay roll reminds me of DS2 parry a bit.
Spot on. This "input delay" stuff is crazy. Been playing Elden Ring since release, done a few playthroughs. Did DS3 a few times too. Just today heard this stuff about "input delay," I've never noticed. Prob because I just press the buttons instead of holding them down lol.
Lots of games have this, where _pressing_ the button does one thing, but _holding_ the button down does another thing. It's not "input delay." The "input" is pressing the button, as opposed to holding the button, which is a different input.
So calling it "input delay" is a strawman. They just know it sounds ridic if they accurately say: "I hate how one button does something different when you hold it down" lol. So they instead term it "input delay" to make it sound like it's some problem with the game. We are literally talking about the amount of time it takes for the button to depress, a negligible amount of time.
Fromsoft has the best controls of any game I have ever played. Incredibly well organized and intuitive. You put an item in your left hand, you use the left trigger for it. Right hand, use the right trigger for it. For heavier attacks with either? Use the literally heavier trigger on whichever side. 1 joystick to move. Then all other "action" buttons are neatly grouped together: 1 button to dodge, 1 button to jump, 1 button to use an item. Perfect controls.
This is why I hated the Witcher III's controls, you have different attacks spread out all over the controller with no organization to the layout whatsoever. "X" is still an attack, but then one of the triggers is your magic attacks, and you can't hold your guard up while doing an attack but have to lower your guard first -- no fluidity between them. And holy moly, if we want to talk about "delay" ... That game uses a "paired animation" system, so your character will physically be unable to do certain actions if an _enemy_ NPC has already initiated an animation with your character. Unlike Elden Ring where you swing the sword and it swings, irrespective of whatever the enemy is doing.
It does have input delay unfortunately and elden ring is the biggest offender of it compared to earlier entries oddly enough. Does this justify DSP? Hell no unless DSP was doing some super high level comp ladder PvP it doesn't matter at all since the bosses were designed with this in mind, its basically a non issue for PvErs but its something PvPers noticed off rip.
DSP is right, he has fighting game experience so he does notice it but he's just horrible at games and adapting to them, Steelovsky's made a response to this video so check it out. Remember that a broken clock is right twice a day cheers.
Naw its a delay im trying it now i mean i love the game as much as the next person but im literally playing seeing it
i get it it's a tough game to play
He is too old for those type of games.
Nah, he's just an idiot. There are plenty of older people that love soulslike games, it's all just a matter of preference and not being an obstinate douchebag.