MvC 3 Netcode

I thought this would be like SFIV, because I rarely got to play someone, when i was set on ‘‘same region’’. Oh well, online is ass anyway.

Sadly, this is exactly how I imagine that the netcode design went down. Why the hell Capcom purchased GGPO and didn’t integrate it into the netcode is beyond me. It’s annoying as fuck to experience lag while playing someone that’s only 40-50 miles away, especially when you are both using fat 15/25 mb FIOS connections.

I think its better than ssf4. i love that game but when like 8 out of 10 matches return player not found, it just gets old lol

i dont see any lag either other than sometimes at the start of a match before it begins, then dont see it at all. :slight_smile:

This seems like an industry-wide problem in console games. I hate it too.

Fuck, even a simple key to explain which latency ranges correspond to the # of bars would be adequate.

As I understand it (non expert opinion) rollback style netcode can theoretically be successfully implemented in 3D games that feature the kind of graphical effects Capcom cites as the reason it’s hard/impossible to put in their 3D games. The thing is that this would require netcode to be priority #1 right from the get-go at the pen and paper concept stage. This obviously requires foresight and long term thinking. A small amount of risk taking with the estimated production timeline and budget as well. In short, it requires effort. All I see from Capcom these days is stubborn refusal to do anything but the most basic treatment to UI and structural framework of their games. Not to mention things like localization. Perhaps you’d like to “try this on for size!”. :wtf:

But then Capcom couldn’t do things like make green = anything under 200ms.

The only reason SFIV might seem to have better netcode is because it’s a slower game with less shit happening. They used the same netcode for both games, it didn’t get shittier…it was always this shitty.

That netcode might have worked for slowass SFIV, but not in this game.

Though you niggas should’ve saw this coming. Seth Killian being all apprehensive on talking about the netcode (he always tries to change the subject). Hell, they added a fucking NETWORK LAG SIMULATION in training mode LOLOLOL.

Also, where’s the up cry? I remember the tekken community absolutely SHITTED on namco for releasing such a shitty netcode for tekken 6. Guess what? They improved it (though it still sucks ass…)

No, we have to get 100 page long threads about “ADD STRIDER” and “ADD MEGAMAN X” fuck that noise. Capcom has the ability to fix this shit, but it’s up to us to do something about it. Make a capcom unity account and bitch on there, cuz they definitely have no idea what srk is.

edit: Some of you guys are telling me games 100x more graphically intense than MvC3 (black ops, reach, etc etc) can have godlike netcode but fighting games can’t? Move your character back in forth in MvC3 online…you notice that annoying delay? Now move around in halo reach…it’s fucking instant. It’s so blatantly obvious they cut corners for this game, and were just out there to make a quick buck. You want production value? As much as some of you guys hate companies like bungie and infinity ward, they own capcom at polishing their games.

Capcom and effort?? lolololooolollolollolollololololololololoololol

How about an article. A fucking long one the not only accounts for everyone in the community (hi Anemone) but has quotes and opinions from them as well. Top players (somehow), the little guy, everyone.

WILL YOU MORONS STOP PLAYING ONLINE OVER WIRELESS???

How hard is that to understand? “Duhhhh whats da problem pyscho?!” The problem is lag spikes every few seconds you idiot, and it doesn’t matter how close to your router your ps3 sits.

Seriously, it’s impossible to judge netcode when so many people are playing while torrenting, while on a huge wifi network like at a university, or any of the other myriad stupid ways to ruin the online experience.

Please santa send me some irl friends so I can be done with this internet isht…

lol, wired doesn’t help shit for this game except for eliminating random lag spikes. This game at its most optimal form online is still a piece of shit. You can be playing on NASA’s internet connection, this game will still lag.

Mooyang you sir speak the truth. People need to step up and start demanding a better netcode.

lol watch the fixed netcode become dlc for 10 bucks XD jk

but yea connections not the best and its rly the same as in sf? i played with sum1 who lives down the block and was having a cr4p ton a trouble with timing the lag(too much training mode T_T).

btw alcarion that might b hard seeing as how theres still a bunch of ppl r saying the netcode’s nice.(speaking of that didnt i read sumwhere before that said the mvc3 netcode wuz gonna b godly, lol hopefully im jus remembering wrong and didnt get lied to.tsk tsk capcom) hopefully they planned to put that and spectator mode around the same time as char dlc.

You’re right on both accounts, the hope of getting a patch that will fix some of the issues is fading everyday with people saying everything is fine, that Capcom should just add better endings and this character or whatever people want nowadays.

And i think you’re referring to this particular quote “Other than geographical lag, I don’t see any problem in our current system,” boasted producer Ryota Niitsuma. “It’s the speed of light, and maybe a little bit of influence from infrastructure depending on where you are. So, if you’re playing from Japan against someone in Sweden there will be some lag due to the distance. But it’s all quite satisfactory.”

Speed of light … Everytime i think of this quote i almost turn into the Hulk with rage.

Can Capcom fix the network? Killian said that to fix the SF4 net code the game had to be reworked from the ground up. Won’t the same have to be done for MvC3. Training mode has made this game really gay because I refuse to play online with the little time I have now in days.

Honestly though its shit like this that has made America king of games.

You can’t equivocate graphical performance with net performance. That’s like saying because a Mac Truck can move more tonnage (say graphical intensity), it should be more agile than a hummingbird which can’t even move a pound.

FPSs have very simplistic netcode and pretty trivial ways to hide lag via client side prediction. Player movement and action in a FPS is like that Mac Truck on a freeway. The movement and variables are limited and predictable. You can use physics (like inertia), player tendencies, and the low number of options (accelerate, brake, change lane, etc) to get the game ahead of the latency with minimal impact on gameplay. By contrast, fighters are like hummingbirds with literally dozens of options available at any moment (fly in any direction, yaw, invert, rotate, bank, etc) and no way easy/effective way to predict or hide the latency and significant effects on gameplay. You resolve a single gunshot 200ms later, no big deal. You do that with a short attack and it changes the entire outcome of the match.

GGPO wasn’t used because it’s not viable. P2P is a fun hacky amateurish way to get low latency on a PC with a fat net pipe and no accountability, but if you’re asking Microsoft or Sony to endorse P2P via their consoles and on their network backbones, the two of them are going to have a fit. It’s right there in their license agreements. Heck, they’re uncomfortable with people running their own servers, much less setting a precedent for 3rd party P2P netcode on their consoles circumventing centralized licensed servers. They might make a special exception for a first-party game, but not Capcom.

Rollback style would require a major overhaul like that, yeah. However, optimization of the current system can be done no problem. It’ll take a little bit of money Capcom, and a little bit of humility in admitting that this old netcode you dug out from the attic isn’t doing the job.

… I’m not sure we’re arguing about the same thing here. When people say they want GGPO, they mean they want something that functions in a similar way to MvC2 (recent rerelease) and HDR. The fact of the matter is, good netcode for 2D fighters already exists on modern consoles. Saying fighters are too complex to function under those conditions is patently false. It doesn’t even have to be rollback. Something akin to Blazblue’s netcode would quiet down the majority of the outcry.

you have no idea what you’re talking about. not only most (if not all) fighting games are already P2P in general on all platforms, but GGPO and similar netcode was used in other games (Final Fight: Double Impact starts with a big GGPO logo, SSF2T HD Remix/MVC2 have Capcom’s own version of rollback netcode tweaked by Ponder)

Microsoft/Sony centralized licensed servers are not used for the gameplay, they’re for player profiles, transactions, patches.

your whole argument about FPS games being simple and fighting games are too complex for better netcode is just silly.

where are you people coming from? how did this nonsense spewed over and over again got so widely spread?

Fixed HDR and ps3/360 mvc2 netcodes are owned and made by Backbone.

I’ll even take SF4 netcode over this, I just lost to an Akuma that did nothing but tatsu and lag kept me in blockstun 5 seconds after the move, Fuckin’ lame as hell.

KoFXII netcode>>> MvC3 netcode

yeah, forgot that company exists. they should get more credit really, at least they can make the button config the right way :smiley: