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

Hasn’t the game gone gold a while back? For the Feb 15 release? You’re too late dude.

edit: So am I it seems. Didn’t realize the thread was started a while back.

too late? I’ve been complaining about the modern netcode capcom has been using since 2k8 with sf4. You guys are just now showing up to the party so who’s really late?

and if we don’t get good net code in mvc3, we could get it in the mvc3 patch. If not there, mvc3 v.2 and if not there, mvc4 etc… The ball needs to get rolling because DBZ has just surpassed capcom net code.

So long as I don’t have to do all that port forwarding shit to play, I’m down. I still haven’t been able to get that to work, though I follow the directions as well as I can. :tdown:

Signed-Jin Saotome

He meant the petition was created too late for MvC3 (and then corrected himself)… =_=

I’m pretty sure all of us have complained about online as many times as we’ve touched a game.

i just imagined lag fucking up tagging.

signed again

GGPO being used on for DBZ? DBZ game that’s hardly a fighter at that. I’m going to take a wait and see approach with this as GGPO hasn’t been used in a 3D game before. This will could potentially make or break GGPO

i don’t see how a 3d game is any different than a 2d game online. From my understanding, its all about exchanging positions. Your character is here and the other guy is here. Obviously there are more positions in 3d games, x, y and z as opposed to 2d fighters that are just x and y.

Since its all about exchanging positions, it doesn’t matter what the game is. Its all about the delivery of the actual inputs.

If ponder is the guy making this work properly and tweaking it through and through, there is no way it can fail. hdr\mvc2\BB are the best fighters online for a reason. Ponders shit should be the basic platform for every fighting game forward. Since japan is one of the leading countries for internet speed, I expect great things about the net code in this game.

Yeah but in MvC3 it’s still only about X and Y rather than X/Y/Z so it wouldn’t be a problem even if there was this imagined issue with 3D games.

the ‘3d games’ that have said they couldn’t use it have been things like sf4… which aren’t really 3d per se >>

BTW, might wanna rename this thread, its less ‘petition’ more’ discussion’.

you’re right, its 2d so I’m assuming there will be less inputs to send over the connection. I must remind everyone I don’t have any technical know how in this shit, I’m just trying to piece it together as best as I can from playing EXP.

If we get shit net code in mvc3 it wouldn’t be because its not possible in the game, its because capcom doesn’t want to do it for w\e reason that could be.

All 3D games use the Z axis; you just can’t see them move through it with some. I’m guessing level 3s and a few rare hypers are most likely to use it.

They technically use it but it’s not something that needs to be transmitted because you cannot freely move on the z axis like Tekken for example. The game doesn’t need to tell the other game that a characters is moving into the background in a certain way, it just needs to communicate that you used the move that would put you into the background and what your X/Y position was when you did it. The z axis is purely visual and does not affect gameplay.

Taken From Interview On First Page:

“Also taking up time is tuning the game’s network component”

GGPO?

:open_mouth:

Tuning up might just mean making it less shit than it already is, but that is a possible hint at it I guess.

like I said in the FP article, its a huge thing what they said there, in 2 parts.

  1. They’re building the network framework and putting the engine on top of it (which makes a huuuge difference with online quality)

  2. It’s a very high priority to them.

People should be happy about those statements even if htey’re being coy about rollback.

you have to remember that in japan and other parts of that asian area, ssf4 is actually playable online. They didn’t say ANYTHING about recognizing the USA infrastructure and how ssf4 doesn’t work very well over here which is the major concern with net play in the USA.

I am happy @ least that they finally mentioned it but if its input delay based, it doesn’t matter how much they tweak it. It won’t be very good in the USA.

I would feel much better about the net code if they came out and said that they understand our transfer speeds are 2-4x slower than japan and they’re taking that into account.

Well…progress is progress. I wasn’t expecting much.

I don’t know what the big secret is with capcom, they just keep beating around the bush. If the net play was god like, why not preach about it now so more people are interested in buying the game? Keeping under wraps like this makes it highly suspect thats all. Every time they’ve ducked the net code questions like this, the net code has been rather crappy. sf4 6 in the usa, kof12\98um\02um, see the trend here? no talk about great net code = bad net code from developers.

usually when they’re happy about the net code they brag about it. As was the case with HDR\mvc2\final fight, even the BB developers were saying good things about their net code from the start. Its an additional selling point. In fact its such a huge selling point that they released an HDR demo with ken\ryu and you could play online. They let players experience first hand and you know what? HDR became the most downloaed game on XBL for that year and the communities word of mouth about the net code helped HDR achieve that. I was on the fence about the game but the reviews about the net play actually made me buy it.

we’ll see though, hopefully if the net code is bad it can be rewritten down the road.

To be honest, I’m more concerned with improving my play to where netcode will actually matter more for me. As of now, I’m just a scrub that can’t work his way around his own TE stick.