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Thank you for the detailed feedback!

This is indeed concerning.

I downloaded your sequences and tried to load and play them. I may be confused but it looks like both of them have a buffer. In fact even in your screen shots I can't find the failure case. I don't doubt that it somehow messed up but I don't know how to replicate it.

My process. I downloaded both files. Hooked the toolkit up. did guile in training, both sequences do 2 hits into flashkick and seem to do it correctly. I created my own sequence that removes all neutral inputs between down back and up and it still worked fine. Could it be you edited one of the sequences in error?

Some things I would check on your end.

  • Is the correct input thread selected? SF6 can read inputs on multiple threads and selecting the wrong one could result in weird situations. Because the toolkit screen shows 60 fps I suspect you had the right one selected but it's worth asking.
  • Are you able to run the game at a consistent 60 fps while running the toolkit? If your graphics settings are too high and your computer cannot handle it, the game may drop frames (again this is unlikely to be the issue).
  • If you slow the game speed down with the speed controller does the recorded sequence work?
  • There is a setting in the game, I forget the name, that is like "improved input sampling" or something along those lines. that causes it to sample inputs even more often then it normally would. Does enabling or disabling this setting cause any change?
  • Are you using controller bindings for your hotkeys? This could very well be the issue. SF6 will automatically swap from reading controller inputs to reading keyboard inputs if you press a keyboard key. It will swap back when it detects a controller input but it may ignore a few inputs. If you are pressing f7 to play the sequence it could be causing weirdness. I would look into the "bind pad hotkeys" menu and bind gamepad hotkeys to playback. You can also bind a function key if you want playback on button combination. This will allow the virtual controller to be in playback mode and have you begin your sequence playback without needing to press a key on the keyboard.

I do want to help you resolve this. I must admit, I cannot explain your input failure. I would recommend making an input test playback sequence that has a series of inputs of length 1, 2, 3, 4 etc up to 10 frames in length. Add a buffer input to the start and end and then try playing that sequence over and over. It can just be different stick directions or it can be attack buttons it doesn't matter. When I run this kind of test I only get a dropped frame when my computer clearly has lagged and dropped a frame in the actual game, which is very rarely. You should be able to achieve a 99% success rate for playback with this kind of sequence. The sequence playback may have a bug in it causing it to clip the very first or very last frame of sequence playbacks. But the middle of playbacks have been very stable, including in SF6. I am surprised to hear of your issue.

If none of these suggestions resolve your issue I'm happy to jump in a call during an evening after 9 PST to try to help you through the issue.