"GGPO for MVC3" Signature Thread: WE WANT GOOD NETPLAY!

LMAO that is gold.

ssf4 netcode is not okay, please stop posting that.

There is a problem when I ONLY see yellow bar connections, yet my games are smoother then my friends who sees green bars all the time.

I had a better experience against Japanese players in the import version of Bleach DS in 2006 than I had against domestic US TvC players in 2010. I’m not sure you can shift the blame to Nintendo on this.

Also the fact that Mario Kart wii and The conduit had great online ( nothing spectacular) makes it evident that this game has no excuse.

Wii’s online just expoxed capcom’s laziness when it comes to netcode.

lil late for this, isn’t it?

I think I’ve figured out why so many people on here are stupid. They’re all illiterate. Example 1 up here ^.

I personally never had a pleasant experience with Nintendo Wi-fi connection outside of Mario Kart games. I would suffer through lagfests or input delay that would make a game unplayable.

I haven’t played it himself but I haven’t heard bad things about Monster Hunter Tri online.

there are TONS of problems with ssf4 online. Why are we using an input delay based net code when we have a net code that mimics offline play 1000x better? Out the gate, ssf4 is flawed. Daigo even mentioned how bad the net code is in the usa for ssf4 when he was @ the capcom USA office.

Then there is also transfer speeds. In japan\south korea, its 40+mbps, in the USA its 10mpbs. Gamerbee can play japan which is 700-800 miles and still have 1-3 frames of input delay, very playable but not ideal. Go ahead and play someone who lives 700 miles from you and see how good the connection is then for ssf4. Its going to be bad guaranteed.

On ggpo, I can damn near traverse the whole country and still maintain a good-great connection if players are using the internet right. That is not possible with ssf4. You have to play regionally. If ssf4 were to switch to ggpo, the playable area becomes the entire country rather than your tiny 150-200 miles circumference.

ssf4 is bad online no matter how you spin it. The net code is suited for high transfer speeds apparently and the USA doesn’t have that. So to counter that, you have to play in a much smaller area when ggpo allows the whole country to be your opponent.

I think japan is just behind the times in terms of developing net code. Their transfer speeds are so incredibly high that even with input delay based net code, its very hard to spot if you’re playing in the Japan region. Here in the USA, our transfer speeds are pretty low. Some of us are lucky to see 10mpbs and I’m sure most of the country does have under 10mbps connections. So here in the USA, there is no way we can use input delay to play online, it would be unplayable.

Alternatively, the USA developers have found a way around our bad transfer speeds with roll back style net code. It suits our country much better and in fact, it suits the WORLD much better. If gamerbee is playing on a connection that is @ least 700 miles long, think about how much further he could go on a GGPO style net code.

HDR is finally getting play in Japan so I expect to here great things about the net code there and we’ll finally get the chance I’ve been asking for. Basically testing ssf4\ggpo side by side with each other and letting top SF players in Japan talk about which one is better. The USA market can’t convince capcom about the net code so hopefully Japan can.

Thats one thing I don’t get, why does capcom of japan ONLY try to appeal to japanese players. Sure we get the game but the netcode is terrible.

I’d like to see if Capcom of USA can create a fighting game for us thats actually playable online.

Take note, when fighting game from capcom mentioned, bitch from reveal day to release so they get the message.

I want to say that’s more of a locale/culture thing than anything else. I mean, why continue to come out with any kind of arcade anything when the vast majority of video games dollars moved to consoles a decade ago? Which is about the time I stopped putting much faith in JPN companies to catch up with this overwhelmingly Westernized world.

But Namco’s licensing GGPO, so who knows? Maybe the next non-outsourced Capcom game will finally be good online.

You keep mentioning transfer speeds, but that isn’t really the issue. Ping is. You can have a good transfer speed between New York and California, but good luck getting a good ping, and that’s what matters. All the problems with netcode are due to time between when the data is transmitted from you to the time when your opponent gets it. The chances of you being bottlenecked on transfer speed are incredibly low. Assuming a 10Mbps connection, you could transfer 166 kilobits or 20 kilobytes of data over the network per frame. That is WAY more than it takes to represent a few screen positions, animation timers, and button inputs.

A video was recently released where some Japanese players were playing HDR, and they were getting pings with their opponents in the neighborhood of 15. Here in the US, I’ve never seen a ping below 37, and from Pittsburgh to California I regularly see pings in the range of 100-140. Even with rollback netcode those matches can wind up barely playable. With input lag netcode, that just turns into a button mashing fest. Of course, I couldn’t even stand SSF4’s netcode with green bars.

edit:

I had originally thought ping was related to distance and I can’t seem to find a clear answer about that.

Is ping related to distance?

also, my friend just corrected me on where gamerbee lives, which is not south korea but taiwan. Google says thats roughly 1400 miles so their ping must be bananas if its related to distance. For ssf4 here in the USA, I can’t go 350 miles w\o it being completely laggy making it unplayable.

and please forgive my ignorance on these things, I’ll be the first to admit I’m lost as to how this process works. However, I can see that ggpo works much better online than ssf4.

Only partly, you have to consider other things, such as how the network infrastructure is laid out, and how may hops the data packet has to take. I mean, thanks to how our internet is laid out here, I have better connections (green bar in SSFIV) to folks in Hong Kong then to guys next door on a different ISP.

lol i corrected you like twice.

I have VERY low expectations for online in this game at this point.

What i find kinda strange is that this is a western fighter, and yet i feel that the netcode is going to end up favoring Japan AGAIN.
I hope that they are trying to make this a surprise in a trailer or something because i may just give up on online fighters all together.

NOTE When capcom announces game, netcode has to be the FIRST thing that is even discussed. NOTE

sure, look at Sagat in SF4. for every guy that said he wasn’t broken or overpowered. you had say, 20 guys who claimed otherwise. what happens in SSF4? Sagat gets nerfed into mediocrity. OTOH, for every guy who complains about SF4/SSF4 bad netcode. you have 20 guys who say, “what lag?”, "oh, it’s not so bad if you____"or “it’s okay as long as you have x green bars”. the only universal answer should be it’s unacceptable. long story short, the community pretty much gets what it deserves in the end.

Ping/latency (the time it takes data to get from one point to another) is dependent on distance traveled, the number of different hops on the path (how many different routers/networks have to be traversed from point A to point B), and the performance of each of those intermittent connections. Even though I might be trying to connect to a server located in my city, my connection is usually routed to Pittsburgh or Richmond before I get out of my ISP’s network and onto the greater Internet.

If you’re curious, you can trace your route to various internet sites to see what kind of performance you get when connecting to them as well as any hops along the path. Assuming you’re on Windows, open the command prompt and type “pathping -q 10 google.com”. Replace Google with whatever. “-q 10” is optional; it just makes for a shorter test. I always run pathping when I’m getting unusually high latency in my games and I want to check if it’s a problem with my home network or a problem with Comcast. (It’s usually Comcast… Sometimes my ping jumps from 10ms to 150ms between their Huntington and Pittsburgh nodes. 150ms before I’m even out of my ISP’s network, smh. I rage every time that I remember I’m paying for this shit.)

As said above, bandwidth (mbps) isn’t particularly important since any half-decent netcode won’t be sending a whole lot of data at a time, and bandwidth and latency are two separate and mostly unrelated issues. Your point about GGPO delivering much better performance across the US than typical retail releases was correct either way though.

Except Sagat isn’t mediocre. And the nerfs were generally accepted between all types of gamers iirc.

I don’t feel lag when I’m playing HDR or even goddamn Killing Floor, so I shouldn’t be feeling it when I’m playing SSF4 and hopefully not in MvC3. HDR and Killing Floor are both VALUE games, 10 to 15 goddamn dollars, and they’re doing a superior job when compared to SSF4 for example. To put it blunt as possible, it’s fucking stupid.

Just my 2 cents.