Great Big Story catches up with Street Fighter legend Tomo Ohira to talk about his departure

While there is many legends within the fighting game community, none have had the influence on the American scene like that of Tomo Ohira. The Los Angeles-based player made a name for himself as the best Street Fighter II player alive, winning tournament after tournament before eventually disappearing from the scene altogether.

His name is so iconic that people still ask where he is and if he will ever make a return to the competitive scene. In this video from Great Big Story, they chronicle some of his achievements prior to his departure, before getting word from the man himself, who says he left because the fire to compete had been exchanged with the fire to simply not lose. They also give us a glimpse into what he is doing now.

Source: Great Big Story

New update to Unreal Engine 4 will reduce baseline input latency, affecting games like Tekken 7 and Street Fighter V

While we are no longer suffering through Street Fighter V‘s eight frames of input lag, many modern-day fighters are still struggling to reduce input latency. Marvel vs. Capcom: Infinite is clocked at having exactly six frames of input delay — at least on the PS4 version — meaning that some developers have yet to crack the five frame barrier.

Much of this stems from these games running on Unreal Engine 4, which natively has around three to four frames of input lag. As a result, fighting game developers already have an uphill battle in making games as responsive as possible. However, an upcoming update to Unreal Engine 4 aims to cut its native input latency by around two frames for games running at 60hz.

According to Unreal Engine developer Epic Games, the 4.19 update to Unreal Engine 4 will reduce input latency “by around 66ms” for 30hz games, with “the reduction [being] around half that in a 60Hz title”. With a single frame being around 16.667ms, we’re looking at a potential two frame input lag reduction for any fighting game running on Unreal 4.

This is not a direct reduction of course; developers will have to do some work on their end to utilize this engine optimization but it bodes well for those wanting hyper-responsive fighting games.

Source: Unreal Engine; thanks to WAZAAAAA for the tip