So apperantly Capcom is releasing an arcade version witch will basically have a pc in it. Im really curious how laggy it will be. They could go for a gsync/freesync setup and reduce the acrcade versions lag drastically if they wanted to.
Want to hear a joke? SF is the only fightinggame I suck with AA DPs. I couldn’t do them consistent in SFIV,ST,A2 or CVS2. I use normals in Capcom games for anti-airing.
If I play KoF however, I DP every short jump with a DP,if I have one.
It is an excuse if you can’t DP offline but online. There is no additional input lag,that would justify this comment. Rollback,ok nobody could anti-air a teleporting opponent on reaction. But since this game has no additional input delay online,you should be able to do this online as consistent as offline.
And no SFIV was worse,even with a good connection you could have 3-4frames of additional input delay,what changed the 5frames to 9frames.
But the game can have additional delay online during lag spikes. This actually happens. It makes no sense that someone can anti air 10 times out of 10 offline but only maybe 5 out of 10 times online if there’s no delay. This is a completely different issue from teleporting\rollback.
You’re ignoring what I’m saying. The netcode very obviously has cases of input delay which I agree makes no fucking sense because it’s rollback based. That’s my point. It’s not only in AA situations. It’s any input in general. If I hit up to jump and my character doesn’t jump until 2 seconds after my input then that’s a delay. I am not the only person this has happened to. It just goes to show how shit the netcode is. It’s a clusterfuck to have both rollback and delay going on. I don’t have anywhere near those kinds of problems in other rollback based games.
I can see that no one is taking what I’m saying seriously but I swear on my dad’s grave that I’m being completely serious. I will admit that SFV has the most polarizing results when it comes to connection quality among people. For some people it’s perfect and for others it’s an unplayable mess. For me it’s the latter.
FYI, all rollback netcodes are actually a hybrid of rollback and delay, even KI and SG. And I never ever had noticeable delay in SF5, while I indeed had noticeable rollback.
Good to know,sir. SFV is still the only rollback based game that I’ve had such huge problems in though. In SFV I experience both delay and rollback often while in SG and fightcade for example I will very rarely even run into rollback issues.
That’s paradoxically because SFV doesn’t have enough delay to cover for when the connection is far from optimal. I suggest reading this interesting article about the issue:
Hey man I agree with you completely. I know it doesn’t make any sense and I understand that it shouldn’t happen. But it does. That’s pretty much my whole complaint.
It was a good article, but it still kind of left me wondering with his explanation, if we can wait for 3 frames for the games to sync up and tell us what really happened between the 2 games, then how do the animations for everyone’s moves seem to start properly as if there is no lag too? I didn’t see that referenced anywhere in there. I get what he’s saying completely about how by the time the attacker’s move becomes active the game has had time to make the round trip and see whether or not the defender blocked or not, but how does that explain the defender seeing the attackers attack animation start as if he was sitting right next to him, with no lag, quick enough to be able to press back and block it?
Does it really happen so often though? I might understand with a move with a long startup, but I don’t think you “react” to Ryu doing st. jab/strong in your face. I’m actually pretty sure 90% of what we call “reactions” are at least in part predictions - you can “react” fast because you expected them to do exactly that move and you trained yourself to perform a specific action in that situation.
Rollback netcode mostly works on a predictive basis too and corrects only when there’s a disparity between the prediction and what really happened: