Net code discussion. Rollback confirmed!

Your thinking Iron Galaxy.

I hope you do know that XB1 has a lot more resources than PS360 combined.

Actually, I believe that Double Helix consulted with Ponder on their netcode.

numerous times ponder has debunked that arguement in his posts/podcasts. GGPO is not resource heavy and PS3/360 offers plenty of headroom to utilize it (according to him).
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Didn’t know that. Thats really good move on Double Helix’s part.
I vaguely remember Capcom did that too with their SF2HD? but that games netcode wasn’t quite refined as their later digital titles.

either way in 2015 theres really no reason big companies should be shipping out mediocre netcode for their big titles…we’ll see i guess.

Whether what Capcom said was true or not. Im just going with facts, X1 has a lot more resources than PS360. Im not a developer but it did take a next gen console to make a game with the netcode that KI has. Which Double Helix consulted with Ponder on.

well the simple fact is that GGPO was used on the previous generation of consoles.

skull girls used GGPO last gen and so did other games. So its pretty apparent that the previous system was CAPABLE of using it because IT DID use it. You don’t even need to be a programmer to make that train of logic work…

if it were truly impossible like capcom mentioned, NO ONE would of been able to implement it into any version of any game. Capcom will say anything, like umvc3 runs at the speed of light, to make sure people will buy it up or prevent negative opinions of their business practices.

Skull Girls was 2D.

Even being 2D SG was a very demanding and memory intensive game, because there was a lot a frames using very large, HD sprites. The original release had an issue with this where sometimes when you tagged in another character you would only see hitboxes for a few frames. There was even a temporary solution of just loading really low quality versions of the characters upon tagging in. There was a permanent fix for this eventually but I don’t remember what it was. I think this is also the reason the game doesn’t have THC’s.

Of course, this is just what I remember of the explanation from the top of my head (I’m NOT a programmer).

Halo\other FPS games use rollback on the previous generation of consoles. Roll back has nothing to do with 2d or 3d, that is just Capcom being a business because sfxt used it just fine until scrubs started crying about the implementation.

your argument holds no weight. If you can’t offer a logical argument, you just end up looking fucking stupid in front of everyone. In which case if that was your goal, great job btw.

2d\3d games don’t matter from what I know about them net-code wise. You’re not transferring the whole game, just inputs so 2d or 3d games don’t mean shit as far as netcode goes. The only concern I’ve ever heard is how much resources the game is taking up but if halo\cod can do it, games that look much better than any fighter, its not out of the reach of the company technically speaking.

Why must you always treat the sound problems of early SFxT as a non-issue? The sound would sometimes drop completely. People had a right to bitch because at that point it wasn’t a fully functioning product.

it’s still a valid point that scrubs do not like rollback regardless of its funcionality.

Except that what he’s stating is true. The working theory behind client side prediction used in modern FPS games and GGPO style rollback netcode is the same in that it lets the simulation on the players machine continue to run despite the lag, allowing the game to remain smooth and handling any desyncs with rollbacks.

False.

Skullgirls is actually on a 3D engine and the “sprites” themselves are flat textures being animated on a flat polygon.

Honestly, I still can’t believe that there are people on this site who don’t want rollback netcode. That’s like saying you don’t want fighting games to get better.

We already know all the improvements rollback code allows such as:

  1. Keeping timing the same (input delay doesn’t change mid match)
  2. Prevents moments where the game slows down
  3. Halves the amount of input delay (because the system isn’t waiting for a reply/confirmation from the other peer).
    Yet we still get idiots who’d rather stay in the 1990’s and play with netcode that’s just plain bad.

…I blame them being responsible for Season 2.

I don’t know… SF4 netcode is good enough for me. But GGPO is great. Skullgirls was perfect, 3SOE with the last update is good but 3S is also good on Fightcade.

Difference between PSN and XBL is crazy, i played SF4 and 3SOE on both and it’s like day and night… I just hope SFV will not be crappy on PS4.

I think the SFV’s netcode will be a better version of SFIV’s netcode, similar but much better, just that! But like i said, it works fine for me.

Biggest issues are wireless connections, shared connections etc. So the user is the real problem i think.

If you think that the biggest issues with SF4’s netcode are wireless and shared connections, you’re too ignorant to have anything relevant to contribute to this conversation.

No he isnt right, the argument isnt about if rollback works, hes using a completely different genre as an example that works with different rules. FPS can work on just about anything since they arent under the same strick rules as fighting games. You can drop frames in a FPS and it still wont affect gameplay on the same level as it does with a fighting game. Thats why I jumped out of the window, not cause rollback is a bad Idea.

Yet Skull Girls isnt resource intensive as SF4 since its still sprite base. Which was the original discussion about. Everyone acts like PS360 were some very powerful system, they really werent and were very limited in memory for a very long time. They lasted a very long console cycle before their successors were released and then we finally saw a 3D fighting game with a Rollback netcode in KI.

No one is arguing against Rollback in this discussions, so before you start throwing the word idiot around here. Learn what the discussion is about.

That’s bullshit.
High level Counterstrike and Quake players would rip you a new one for that statement.

I bet they would, it still more stricter in fighting games though which is my point.

People need to stop posting shit like this, Capcom might see it, then all hope is gone.

I dunno, I’m tired of seeing SFxT’s sound issues brought up as an argument against rollback, the sound glitch was gone after 2 months. Even if the netcode suffered a bit to fix it, it still shits all over SF4’s netcode to the point where it’s almost insulting to compare the 2.
Input delay netcode needs to die. For all GGxrd accomplished with it’s visual style, real heartbreaker they decided to mail it in on the netcode.