I just got my copy for the PS3 today. Haven’t opened it but after reading through this thread I’m considering sending it back to Amazon for a refund. I’ll just continue playing my 360 version offline (because I refuse to pay for live service when PSN is free).
10 minutes of FAILED TO CONNECT TO GAME
real great online
I have the PS3 version and I’ve only played online a few times but if I’m playing someone that’s obviously close by the connection is pretty solid. Like not offline good obviously but u can do real combos and shit without a ton of issue. If I’m playing people overseas like in the UK I pretty much have to completely drop some of my combos with Chun Li but I can still do most of my shit with Wesker and lame with Doom.
Here’s what SF4/MvC3’s internet code is lacking: Client-side prediction - Wikipedia, the free encyclopedia
Backbone’s implementation of client-side prediction (HD Remix, MvC2) is kind of buggy, but it’s still vastly superior to what Capcom of Japan is using in their next gen games. Next to GGPO and 2D Fighter, BlazBlue has the best implementation of it.
It’s hard to believe that Capcom of Japan is STILL using synchronous internet code. Western PC developers threw that stuff in the trash after John Carmack made it obsolete almost a decade and a half ago.
Change your search options. I noticed that;
Region: Same
Language: Any
Rank Limt: same
Just doesnt work. I always use;
Region: Same
Language: Any
Rank limit: Any
Im constantly getting matches.
Also check your router ports.
Client-side prediction doesn’t work for fighters. In FPSes it deals largely with movement and things like firing animations, and is actually largely cosmetic: it’s called client-side prediction because the client side makes the predictions of what would be going on without lag, regardless of lag. Without it, the effect is that all actions by the player are only apparent with respect to how much latency there is.
In other words, without it, if you press the move forward button, your character will move forward on your screen after 200ms if that’s how much latency you have. Basically, what input delay looks like with fighters. With client-side prediction, your character will move forward on your screen when you press the button, but only really moves on the server – and thus to the other players – after 200ms. Same with firing: with client-side prediction, you fire immediately on your screen, but the projectile will still only come out after 200ms. Client-side prediction doesn’t really handle lag in a real way, it just masks the way it feels on the client side of things.
So in a fighting game, all that would really happen is that it LOOKS like you jumped in and attacked without lag, but since there still is lag the other player can still hit you during what looks like a situation where they should be hit. Instead of doing something and not having it come out in time due to lag, you’d merely LOOK like you did something and it still wouldn’t ACTUALLY come out in time due to lag.
Capcom, and every other FG dev, still use synchronous netcode because that shit just can’t happen with fighting games. You don’t need to hide the delay, you need to eliminate it in whatever way possible. Hence the need for rollback as opposed to simple masking.
It’s shitty. No two ways about it. Even if GGPO truly can’t be integrated so easily (which is a highly dubious claim at best), stuff like, oh, I dunno, SHOWING THE FUCKING PING should be standard issue by now.
I will say though that playing with friends in the same city is okay.
GGPO has pretty much proven what you just posted false. I’ve played japanese players on ggpo with 200+ ping, and it’s way more tolerable than playing some guy 1 state away in SF4.
Wut?
I completely agree, the games with the client side detection for fighting games are the best for a reason. ggpo, st\mvc2 on x360, 2df, BB.
All of these games use the client side detection methods to help the games run MUCH smoother online. The games that don’t, kof 12, t6, ssf4, mvc3, are all considered “bad” games online.
What Japan is doing for their netcode only works in Japan and very few places outside of Japan. I assume for the majority of their customers, they are giving them the worst net code possible. The thing is with the ggpo style net code, It’ll be 100x faster in Japan and 10,000X better every where else. Its a win-win.
I’ll comment on the netcode when I can actually find a game.
He’s wrong, though. GGPO, 2D Fighter and the internet code used in BlazBlue, HD Remix and MvC2 are all working on the same principle as Quakeworld, i.e. the code predicts the game state based on partially complete information. Aside from some very minor variations, it’s the same type of code.
Yeah, my fault, I misunderstood the post.
Been having a strange problem lately, hoping that someone might have experience with it. On release day and the day after, I had constant matches online (with plenty of “Failed to join” or “communication with server timed out”, fixed with Same-English-Same options) on PSN, but recently, I haven’t been able to find matches. I’ll turn on fight request and play through arcade mode or spend 30 minutes in training, and… Nothing. No failed-to-join or timed-out messages, it just doesn’t find a match at all.
I’m on a pretty stable connection, with 70-90ms ping locally, 110-ish ping to the west coast (on the east coast myself), so I don’t believe it’s a connection issue. I am on a router, though, and I’ve heard people mentioning opening ports on the router… Not sure it’s the issue, since the first two days were fine, but I’d be willing to try anything, if someone knows the ports :).
First of all check if your router has a DMZ option, if it does just input your PS3’s IP there and activate DMZ and ports etc should never be a issue for you again, most routers these days have a DMZ option.
And you just might be shit out of luck and not have much people playing on your region at that moment. I know this to be true for us scandinavians at least, very limited playerbase as I keep running in to maybe like 5 people when I play on rank: same.
Just a question but seeing how FPS games handles connections etc, why aren’t fighters able to have servers? For example a server for european people where you just have people in a list ranked according to their ping to the server/you. This would be hella smooth imo…
ok, i think i fixed my input lag and the issue was…
**My LCD TV. ** I connected my xbox to my tube TV that i used for mvc2. Now I can get all my combos, no input lag in most matches. I guess back to mvc2 style setup. Damn, I was hoping to play on a nice TV for this game but it still lags. I use AV cables too for my tube, for my LCD I was using HDMI and component, neither worked.
I figured it was me because people I was playing were landing combos pretty easily so I knew it couldn’t be both of us lagging. So I switched my TV and it fixed my problem
This game is unplayable on psn due to bad netcode mixed with morons connected via wireless
Sent from my PC36100 using Tapatalk
It’s shocking, we’ve went from SF4, to SSF4, and now to MvC3, Capcom doesn’t give a shit about good netplay, their just supplying the bare minimum without improvement.
Namco making them look like trash with GGPO implementation in their 3D Dragonball fighter, I hope the console release of Tekken Tag 2 gets the same treatment, maybe that will get Capcom to wake up.
Sure, most LCD TVs got a certain ms of delay on them. But that’s gotta be an old ass TV you’ve been playing on if that solved all your input latency issues though.
You should’ve noticed it already when you were playing offline then, but hey if it worked for you thats great. Just sounds odd thats all…
Making netcode with any input delay at all, for games that need 1f timing, seems the worst possible thing to do.
And yet, they still do it!