Ars' review of Street Fighter V, which launches on PlayStation 4 consoles and Windows PCs this Tuesday, was based entirely on our impressions of the console version of the game. We're certainly curious how the game will run on various PC processors, video cards, and installed drivers, and we imagine forums will light up as fans try installing the game on all matter of machine.

In the meantime, the motherboard mavens at Eurogamer's Digital Foundry column have confirmed at least one apparently consistent issue with the PC version: gameplay that is locked to the framerate.

The above video, which hasn't yet been met with an accompanying Eurogamer article, shows exactly what happens when PC gamers try to run SFV's single-player modes with the "paltry" GTX 750 Ti, which retails for a little over $100 and includes 2GB of VRAM, at relatively high settings. Instead of running the game at normal clock speed, an underpowered computer—or an adequate one pushed too far settings-wise—will display all frames of animation, no matter how long it takes your computer to render them. Thus, if your PC would normally run the game at a locked 30 frames a second, SFV's current build will instead force the game to run at half speed, and if you're not quite up to the full 60 frames-per-second standard, slowdown will appear whenever your system needs more than 16.6 milliseconds to draw any frames.

This restriction doesn't exist once multiplayer modes come into play, by the way, and Digital Foundry shows what that looks like, as well. The SFV engine doesn't appear to have been designed to cleanly accommodate substandard hardware, based on the warping and skipping of characters in those online fights, so we can't imagine Capcom expending a lot of effort to patch its better-looking settings to support lower framerates. In gameplay terms, purists and competitive players will nod their heads aggressively—how the hell else can you play true, competitive Street Fighter if you can't input commands timed to the framerate?— but the game doesn't appear to offer severe visual downgrades to help weaker systems keep up with what Unreal Engine 4 has to offer. (Update: Upon review, we've found examples of decent scaling for weak systems, so we'll withhold judgment until we've had more time with the PC version.)

(Also, if you're wondering, the reverse situation isn't true, meaning, superior systems don't overclock the game speed if a computer is super-powerful. Sorry if you were hoping for a shortcut to Street Fighter V: Super-Turbo Edition or anything.)

We'll be keeping our eyes out on wider issues—or good news—about the game's PC performance levels once it launches wide on Tuesday, February 16.