MvC 3 Netcode

this isnt really an arguement that you can win because most of these people that dont “get it” just do not physically have the motor skills or coordination to be effected by horrible shit netcode

100% disagree. Otherwise games like star craft 2 or COD wouldn’t even bother implementing net codes since it costs money ime to implement the codes on top of new engines. If those games didn’t release net code, they wouldn’t sell 1\10th of what they do right now. Can you imagine if WoW didn’t have an online aspect to it, would it be as big as it is now? that game is purely 100% online.

Online certainly attracts customers, its been proven for a decade now.

In this day and age, a good net code is the #1 selling point. Its just like when you buy a new car, 99% of the people always ask how much MPG does the car get. If the car gets 4mpg, you will think twice about buying it. Like a used car salesman, capcom will ignore the questions about things that matter, like the net code, and tell you how many cup holders, dlc, the car has.

and to further stress my point, the demo version of HDR allowed players to try the net code first hand and guess what, the day it dropped it was the most downloaded game on xbl and 2nd all time iirc to mvc2. Prior to HDR dropping, everyone on shoryuken was talking about how good the net code was, it certainly helped to sell copies.

and reviews like this can’t be good for future business.
http://shoryuken.com/content/king-fighters-2002-unlimited-match-xbla-arcadia-magazine-blasts-netcode-2367/

if they released online multiplayer demos of sf4 and mvc3 before release they would have sold abysmally

peep my thread everybody http://shoryuken.com/f2/brainstorming-how-get-capcom-add-functional-netcode-future-fighters-270583/#post10496516

I’m going to play devil’s advocate here and ask, where’s the proof that the level of input latency high level players are demanding is possible with modern, 2.5D fighters?

the rollback style net code, ggpo technology, was actually invented in the 3d world. Games like counter strike 1.3\quake 3 and iirc star craft were using rollback style net code in the late 90’s\early 00’s. So the fact that capcom is saying its not possible is bogus. Furthermore, ponder is helping Namco build the net code for the 3D DBZ game for the arcades. If it wasn’t going to work, I don’t think Namco would of announced it. I’m sure Namco tested it extensively before actually buying the license.

starcraft had input delay in it well like when you click to tell your units to go places and stuff aka “bnet lag” (i think this was to account for lag since dialup was still a thing back then but who knows) but on iccup everything responds basically like youre playing on lan

I’m aware that rollback has been used in 3D fps, that’s hardly conclusive proof that it is viable for SSFIV for example, is it?

At the end of the day people can speculate all they like, the amount of people on this forum who have first-hand experience of developing netcode, I could count on a couple of fingers probably. The ones who don’t seem to be the loudest and most sure of their opinion.

even if that were the case, which it isnt, could you just somehow take into account namco using ggpo for two 3d fighters? like without any explanation, since no one will want to read “technical” stuff, can you just take their word on it?? everyone seems to take shithead devs word on everything else so why not this

the dbz game is by namco right

from my perspective it is. Capcom’s claims about GGPO basically stem around the fact that its the 3d stuff holding them back, which is why hdr\mvc2 received GGPO like net code. My computer would run counter strike with an 866mhz processor, basic video card and 256mb of ram 10 years ago and these modern systems are much more powerful and are doing worse? it doesn’t make much sense.

yea, none of us are actually programmers albeit, some people who do program have said that capcom is even being lazy themselves. Whatever the case is, they are reluctant to change it. Its 2011, there is no reason for games to be that bad online anymore. I don’t expect perfect net code but @ least over the span of 10 years, you would of thought that capcom would of @ least made an attempt to improve it and I simply don’t see it.

capcom games online are as bad now as they were 10 years. hdr\mvc2 are licensed technology, capcom didn’t actually come up with that so I don’t count those.

how bad is your net code when counter strike 1.3 in 2001 is better than mvc3 in 2011?

I thought SSFIV online was pretty good. There was lag but nothing like MvC3 in my opinion. If the online was better I’ll be playing it much more than I have been. When BBCS came out, I played online alot. Either way when AH3 drops my time on MvC3 will go down quite a bit since I also started playing Uncharted 2 now.

Im getting the error messages to enter matches… Im pissed. But meanwhile I play arcade while Im waiting for an opponent, it’s the most safest way to get matches.

In a multiplayer FPS, world state is handled by the server … the client (i.e. your computer) simply renders what the server decides is happening. In a peer-to-peer game like SF4/MVC3 there is no server in the middle, so the overhead of managing world state would land on the client.

Whether or not the added overhead is a plausible reason to not use rollback … I don’t know.

I believe that is exactly what GGPO does.

The Netcode is horrible, i cant find some decent Matches at all. 1 out of ~30 Matches is “managable”.
(S)SFIV worked pretty good in central europe, had nearly no problems - atleast it was playable.

But hey, most people don’t think it’s that big of a deal and dont give a fuck. Rematch click whaaaat … ._.

its not

No page 2 status for this thread.

I tried giving online one more shot. Couldn’t do it. There was too much delay for my inputs. I give up.

I’ve been searching around for answers to my question, haven’t found any.

Has anyone else been having issue with host advantage online?

A friend of mine and I play together in player matches, and talk at the same time. However, the lag for the host is less than half a second, while the person who isn’t hosting is generally above a full second with input delay. It’s just unbelievable to think that a fighting game has a host advantage, but in random matches there doesn’t seem to be an advantage to either player.

It’s pretty much intolerable.