How can human beings be this stupid?

GGPO for 3s ain’t hot. Rollback netcode for other games is great though.

One weird eccentricity I like about GGPO is if they mash uppercut or super as they’re waking up the connection can’t handle the constant resynching and your screen goes nuts. So if the screen gets funky you just block and bam free punish.

Teching throws is hard on ggpo too. At least for 3s.

I’m pretty sure that’s mostly because 3S is the worst game at handling any kind of lag

Really, if you want to promote online play, it’s a lot easier to adjust your game towards it than to get some bonus % out of the netcode.
Most of that makes games easier though, so I dunno whether anyone other than me would like that.

The thing is Jojo’s handles rollbacks better than 3s even though jojo’s has way more one frame links, smaller throw tech windows, and worse emulation that’s if you’re comparing it with the old fba emulator that ggpo even though not much work has been done on cps3 emulation.

You must want to buy an Xboned.

Capcom counts on you being stupid. They have either not been open about what (kind of “netcode”) they give you, dismiss your complaints-because they do hear a million of them that aren’t informed, and don’t really put budget into network infrastructure improvement. Its lower priority for them when all they hear is Akuma needs to be banned unless he sucks, or this last guy’s character who won EVO needs to be nerfed for a “balanced game.”

So GGPO has set input delay. The games don’t do a good job of telling you how to set that to your preference outside of Skullgirls to get the results you want, but so far its widely known that-this is better than SF4 style because it gives you more options, and also eliminates the variable input delay.

Like as said above, variable framerates/VSync stuff is bad. That’s what’s going on in the “netcode” during the course of the match regardless of a “Green” or “Yellow” connection. & That color code standard isn’t the same among games and who knows how they determine those readings from all the ping and fluctuating packets sent, etc.

Skullgirls got 2 things SF3:OE didn’t get. Some flier, permission from Sony/MSoft to show Connection between 2 players as a ping #, and something to do with less encryption which stuffs the connection with more info than just the game data of a fighting game match. Iron Galaxy has said the new SF3:OE patch should contain both of these things that are vital to Fighting Games netcode just the same, we’re just all kinda waiting on the patch. Sticking with things is respected but a bad first impression and bad word of mouth press is hard to recover from, by such a fickle community.

You’re all funny saying “the other guy’s connection is crap”.
Lag isn’t one’s fault. There’s very few people with bad connection playing online. Because in this particular case, EVERY single match they do is unplayable.
Lag is due to number of relays between you and the other guy. You could live close but use 10 relays, far but have only 5 relays. None of these are under anyone’s control.

“you and you’re shitty connection” is the stupidest rage mail ever.

Kakyoin good character l0l

So taking every bit of this crap into account, how the hell do you go about making sure your internet is good or not? Also, ATT, Comcast, or something else? Which is best?

That one frame tech window.

Pretty much the only thing you can do is make sure the connection between you and your ISP is good. Past that, you’re at the mercy of whatever path your internet decides to pick. He also says speed doesn’t matter because if you’re only sending 1mb of data per second, you can have 100mbps connection, you’re still sending and receiving 1mbps.

One of these allows for offline timing (rollback netcode), the other does not (variable delay netcode). It should be obvious which should be preferred.

Sure, in a perfect world you have virtually no lag, except for the delayed input both players agree on, however variable netcode can reach the same effect in optimal conditions. Pick your poison, but games played with a bad connection between the players will be “better” in a variable netcode. It’s a matter of opinion which one you prefer in suboptimal connections.

First, why are you playin in sub-optimal connections.

Second, with GGPO style rolback code, you can simply adjust the fixed delay to compensate for > 200ms ping connections.

I would rather fight a Brazilian on rollback before I play same state with input delay. 3 frames is a big enough window the mess with inputs especially when you’re playing games that have no short cuts on inputs like Jojo’s is the best example I can give as it got a release that used input lag net code especially in a game that you have to tech a throw in 1 frame against the whole cast.

The big thing you’re missing is that you can modify input lag on rollback net code and it can be asynchronous in more easy to digest words it can be different amounts on each end. With the added input lag it will hide the teleporting.

Roll back when implemented not perfect but decently it gives the both, not either or.

I’m not saying I’m playing in sub-optimal conditions, what I’m saying is that if you have good conditions, you’re going to have a good experience with either netcode, but if you have sub-optimal conditions (which is the main reason you pick one netcode over the other) then you pick which netcode you prefer.

I play with my friend who lives 10 hours away and the connection feels relatively lagless in SF4, GGPO and SFxT. If you play with GGPO and expect “offline conditions”, you need to add that maximum delay you’re planning on experiencing, which a variable netcode will vary and adjust to the current connection. If I get a 200ms ping with someone, I don’t expect to take the game seriously, whether or not the input are steady because that’s adding a lot of delay between when I press the button and moves come out initially. If you have a 30ms ping, you need to add 2 frames to compensate.

You didn’t read a single word I posted.

You sir are crazy.

Variable input lag netcode on a bad connection is totally unplayable. Come try playing some SF4 between north and south China and see how that goes for you.

This is the bit that you do not want.

This means that you have to continually adjust your timing as the match progresses since the delay changes to match the current connection.

With rollback code, you only really need to adjust once. Once you get a hit-confirm in, your combo timing remains the same as offline since the delay does not change mid match.

I wish King of Fighters had rollback…

More than enough to play who, and where? The guy down the road? Dream on buster. Even with expensive wired FiOS I get lag on these poorly implemented games, with their abysmal netcode (3s ‘OE’ the worst culprit by far).

http://www.mybroadbandspeed.co.uk/results/193720631.png

Yeah, I have a fast line, but almost meaningless when I’m hooked up to PSN, a network that cuts your speed in half as soon as you connect to it, and then full of children who have the game console on wireless in their upstairs bedrooms, while the family router is downstairs. It’s a joke.

Best netcode I’ve seen this gen, by far, is VF Final Showdown, on 360, played with other adults who take this shit seriously, and don’t see having an utter garbage connection as some kind of a legitimate winning tactic. Play large chunks of eastern North America fine, and Western Europe, virtually lagless. How it should be, in 2013 lol