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

Sign it you bums :[

op counts any comments as signs, anyways :slight_smile:

Besides the round an round bickering going on in here sign me up in this bitch!

Has any 3D game implemented GGPO?

I really think it’s just a clash in technology. The fact that it’s using MT Framework alone probably seals the deal. It’s an entire game engine, and I’m sure there’s netcode that was created to work optimally with MT Framework.

Also, Japan’s online isn’t only so good because of their internet speeds (or else online would be better practically everywhere in the world compared to USA), it’s because the entire country is so tiny. Physical distance comes into play for that kind of lag, and that’s almost always what you read about when reading articles about lag (your signal goes to some center, and from there to your opponent. If they’re cross country you’ve gotta go to multiple centers and travel plenty more distance and the further the distance the more frames you’re missing). We’ve got states here bigger than the entire country of Japan. So not only do they have faster speeds, but the entire country is smaller than California. Ever played online against people in the same state? Speeds are usually much better.

The first part is bs due to the fact that bb didn’t have a netcode when it was being ported saying it dependent on the engine. Also another reason the first part is bull shit cause every game that uses the unreal 3 engine aka UDK3 (which there’s a ton) doesn’t use the same net code cause its not part of the licensing deal. So, each company makes their own netcode or license another company to do it for them.

Second is correct unless your state has shit internet either way the connection is dependent on two things internet speed and location. Saying one is more important then the other is wrong (even though you didn’t say that part).

nothing else compares

signed*

gamerbee lives in korea and plays against japan on a really good connection. That distance is probably quite huge, google says 700 miles from seoul korea to tokyo japan. He’s literally learned to play online and thats only possible if the input delay is small.

I can’t even go 200 miles any direction w\o noticing a huge increase in input delay. I tried to play multiple friends in jacskonville FL which is only 350 miles away and its really bad, over seas they can go twice the distance and still maintain a very small input delay.

Fixed.

small interview with james chen about net play in the USA. As more players respond to my questions, I will slowly get the ball rolling.

— you’ve been around since the beginning for online fighters, what is your opinion of the ssf4 net code here in the usa?

I think the key phrase in the question is “in the usa” because the more and more I learn about the netcode, the more I think it’s actually pretty darn good for a Fighting Game. Apparently, if the quality of the internet is good, then the netcode is amazing. Japan has nearly flawless online play, it seems, and even Gamerbee in Taiwan plays against Japan and experiences nearly lagless play. He played online here in America and immediately noted the lag.

I rarely play online for SSFIV because I hate the lag. I run into a lot of laggy matches and it just diminshes my enjoyment. I tend to play scrubbier because I can’t rely on things as well. But given the previous paragraph, it seems to me the problem is not necessarily the netcode but actually the quality of the internet here in the states! I mean, I’ve seen matches between players from SoCal and NorCal and it looks smooth and seems to play great. And at the same time, I’ve played matches that had green bars that have just been god awful after the match starts.

So the netcode probably could have been written to account for the lag a bit more, but at the same time if we had a better internet, seems like it would work just fine.

— As players, what do you expect out of net code realistically?

I play on TVs that produce 1 or 2 frames of lag and I get used to it eventually and it’s still fun and not a problem. I really expect a very playable version of the game. Really, if you have to adjust your game play style to adjust for lag, that’s completely defeating the purpose. How can you practice for offline tournaments when you have to play completely different and focus on different aspects of the match ups online because of an extraneous factor like lag? Net code should provide a game good enough to not have to worry about these things.

**
— Have you ever tried ggpo and if you have, can you talk about how it was playing online?**

I’ve only played it a long time ago. One thing about being in SoCal is that people here are spoiled: it’s actually REALLY easy to find comp in games. I have people come to play at my house all the time and I go to other places to play all the time as well. So playing online isn’t anything I feel like I have to do. Anytime I have free time to play online, I usually do something else I need to take care of (chores, etc.) because I’ve already spent so much time playing offline. I know saying that will make a lot of people angry at me, but I just have to be truthful: we’re spoiled here in SoCal.

But in regards to ggpo, when I did play it, it felt really good. I heard it’s not as good for some of the other games, but for Alpha 2 and ST, which is all I’ve played on it, it was pretty much spot on. Obviously some of the rollbacks are kinda jarring, but I like that you don’t have to adjust your timing of combos and controls like you do in netcode in SSFIV, where the lag causes huge delays in reaction to button presses.

— which online fighting game do you think has the best net code?

HDR’s netcode was very good from the times that I did play it online. And when you get a smooth connection in SSFIV, it’s actually surprisingly good. I only played BlazBlue’s netcode in Calamity Trigger pre-patch, so it was pretty horrendous when I was playing it. I heard after the patch, it was one of the best netcodes out there but I can’t personally comment on it. And from the times I played ggpo, it was really, really good. I was super impressed with it. I may have to jump on ggpo again some time soon. People have been asking me to get on there to play some ST anyhow!


Great read, man. Thanks for the interview. :tup:

i wonder what kind of speeds international internet gets o.o.

you can google it quite easy.

The usa sits @ 10mpbs and under and japan\south korea and VERY high like @ 40+ each? They’re world leaders thats for sure. Its not so ironic that gamerbee is capable of playing against the japanese on a really good connection which is a 700 mile ish connection.

Good stuff, Shoultz. Enjoyed that interview. Can’t wait to see more. Keep it up!

Shoryuken - Dragon Ball Zenkai Battle Royale Using GGPO

3d game using ggpo, jed gave me this tip so thnx for the heads up homie

crapcom on blast!

how the fuck does namco beat capcom to the punch to use this in a modern game? capcom had every chance to use this first for sf4 and if we don’t get a good netcode for mvc3, I will be shitting bricks.

Wait, I’m confused, why’s GGPO being used for an Arcade game? A DBZ Tenkaichi Version no less?

some japanese cabs allow players to play over the net.

And as to why DBZ gets a ggpo netcode in a modern game before we get it in sf4\mvc3 is fucking god awful. That’s really fucking sad.

Hmm…that seems neat. It seems like it would be weird though.

And, yeah, that’s insanely sad. I would mind it less if it were a more legit DBZ game (SDBZ or Budokai 3.1) but a Tenkaichi styled game, really?

Arcades aren’t filled up to the brim at all times so some games can get only one person playing at that so companies been implementing netcode on games so you can have some one to face at all times. Especially on games that require more then two people to play like that dbz and those gundam games as it requires 4 people.

Edit: Also if the dbz game does well we might get a chance for TTT2 (console) to have it.

I can’t wait till a top SF player in japan gets to try this game so they can compare how ggpo operates in japan versus how the ssf4 netcode operates. With transfer speeds that high, ggpo must run butter smooth.