(11/20 PSN!) SG: Slightly Different Edition patch notes

The netcode improvement is quite literally the bar for what future fighting games should play like.

I swear, online feels EXTREMELY close to offline, you guys did an amazing job with the netcode, I can’t believe it’s this good.

Oh, lordy. Solocock has a 2 meter TOD against another solo in the corner.

When did I mention Lab Zero once? The entire post was about Microsoft. Read the lines before you try to read between them. And no, they (LAB ZERO) seem to have their situation together.

Well i played 1 online game, at 326 ping and while it was unplayable by a long shot, i was surprised by just how well it did function.

I mean my character was jumping when i wanted her to… It was slow as all hell and dropped about 70% of the inputs… But even still it was 10 times better than what it would have been on the old code.

Kudos lab zero.

Online makes me a little salty.

My MGR conversion combo requires that I dash in after the MGR, so I miss like 4K every time I get a MGR but can’t dash in time.

Yeah I just played some guy with 423 ping. Clear into the red and I could still like…do shit. It was amazing. LOL. No way to get a clean match, but I set the GGPO delay to 5 and it felt like a 4 bar Marvel 3. LOLLLLOOOL

I always set the GGPO to 8 as soon as someone passes 120ms or something o_O
But that’s still prepatch habit, I guess I should try out a lower setting now.

Setting it at 3 or 4 when it’s at 130~ makes the game pretty damn smooth.

I usually do math in my head:

1 frame = 16.66666…ms, so if it takes longer than 16 I set 1, so I do:

delay=floor(ping/32) + 1

Usually that ends up being the maximum recommended, but in cases where ping is 128 or more it’s good to know. I’m sure there’s better ways to calculate it but I get pretty damn smooth fights.

I never ever go 0, even when the ping is low.

I always play at 0. I use Parasoul, so it screws up my links when I play with the delay. It’s still pretty smooth, all the way up until red pings. On that note, I notice that “GGPO Delay” isn’t an option in Training mode, which it totally should be.

I digress: Have you guys figured out what what the “mmrph mmrph” secret change is for push-blocking? Could you always cancel push-block into Stunt Doubles (alpha counters) pre-patch?

Well just played my first non au below 250 ping games (us east coast) and it wasn’t completely terrible… Though not particularly good either… My opponent could do simple combos. I felt like I would have beaten him were I on a stick (not that that matters) but still, perhaps there is hope for me to play against the us once my ps3 controller gets here…

Oh and whoever took dime_x as a psn Id… You can go diaf

Only played to check out the lag conditions, at 5 delay it was terrible… Played again at 8 delay on my end and it wasnt so bad…don’t know what he had… Next thing I need to do is play someone at 250 ping with both of us at 8 and see how that is.

Good luck with the west coast. Hope it’s good enough now so you can play more than 2-3 people.

I strongly recommend against setting your GGPO delay too high. High GGPO settings increase the visual smoothness of the game, but wrecks your inputs and combos. More visual rollbacks is an acceptable price to pay for responsive controls (which is the entire point of GGPO). I can play games up to around 150 ping at a GGPO delay of 0-2, and it still feels buttery smooth. A delay of 5-8 would be a nightmare, almost as terrible as online Brawl.

… of course, if you’re still getting slowdown, that’s a bandwidth issue and GGPO can’t help you.

I just play at 0 alla time.

Sorry, Tony. :^) The recommended delay is designed for you not seeing visual rollbacks at your reported ping, but if you want to just PLAY smoothly, 0 is fine. The game can also handle rolling back WAY more than 16 frames per shown frame without slowing down now*, so setting your delay closer to 0 on bad pings isn’t as much of a detriment to both players as it was before.

  • any slowdown comes from what it has to render, but that is now completely unrelated to performing sim rollbacks.

I usually play 1-2, 0 is just a bit too messy for my bad connection.

Also more of you guys need to get on T.T

Gotcha… Hey whats the deal with dropped inputs? I feel as if i could play in this (and hdrs net code) better without all the dropped inputs… Not that im complaining, just wanted to know what the technical details behind it was cause i have a “bad” habit of only pressing buttons once to get them out… Ive had to adjust to online by doing 2-3 inputs for near every button.

Also, would it be possible to get a ggpo option where the game i puts your button press anywhere from 2-5 times in a row on every subsequent frame? Just to help players such as myself not have to sit there and mash out buttons…

Lol just a small wonder, idk how much you guys are able to change via scripting but if its powerful enough maybe ggpo can continue to be further tweaked especially for skullgirls.

Yeah now that the GGPO works like it should I’m probably gonna start going back to 0 like I did for 3S also. Long as my inputs are coming out on the right frame I don’t give a fuck unless they got like 100 plus ping.

I thought that was a good habit…I press 1 button like 6 times to get one move out, offline…

Random ass question: will the 360 patch improve load times when loading off a USB stick? Because that, along with having my profile on said stick for DRM purposes, is how I’m taking it to local ranbats.