I wonder if there are some Capcom implants here…to defend SFIV and input based netcode as well as run a smear campaign against ggpo and rollback? It sure seems like it.
agreed but this is the FGC. Ignorance here never stopped people from constantly posting non technical information and justifying it as a legit argument.
This is the problem with alot of the shittier posts here. People who haven’t experienced multiple fighting games online, especially those with good GGPO implementations really shouldn’t post their opinions as they don’t have enough info to do so.
nope, its just that there are still a lot of ignorant people or players with high tolerance of input lag (read: low standards for competitive gameplay experience) that actually don’t mind SF4’s input lag and honestly think ‘its good enough’.
beside from the netcode
the biggest thing i wish is that i can see if someone use wifi
seriously i have zero love for wifi user and hope i can block them
Wi-Fi should no longer be an issue since the PS4 and most modern computers with Wi-Fi are running on 802.11n and not the slower 802.11g that the PS3 used.
In any case, having played GGPO enabled games on Wi-Fi, I can say that this isn’t an issue.
as far as i know this new wifi is only good for higher volume and not speed
and wifi is always bad because of the susceptible for stuff
here in germany even the normal net is optimized for volume and not for speed
And volume is what you need when alot of things connect through Wi-Fi, not speed.
In any case, internet speed is measured in volume (aka amount of data in kilobits or megabits over a second), since signals all travel at the speed of light.
the volume mbits are not very important for gaming
the ping in millisecond is very important and wifi is always very bad for the ping
but the ping is only important for gaming and that is the problem
And you can only have fast ping if you have good bandwidth, which is again related to volume.
I can’t believe I’m still surprised by the amount of ignorance I encounter here.
The speed of which a single bit of data travels over a network is, for the most part, fixed. This is especially true over radio waves (i.e. Wi-Fi) which all travel at the speed of light.
What does affect “speed” is how many bits you can push over the network simultaneously. The more bits of data that you can push over the network simultaneously, the faster the connection is. This is why network speed is always measured in volume of data over a single second (kbps, mbps, etc.).
Ping time has little to do with having a Wi-Fi versus wired connection as it is with the infrastructure outside your household. The issues with Wi-Fi had more to do with packet loss due to the low bandwidth vs larger number of devices (laptops, phones, tablets, etc.) that have to share a Wi-Fi connection combined with the lower bandwidth that Wi-Fi used to have (22 mbps for 802.11g versus 54 - 600mbps for 802.11n).
In any case, anyone who’s played on GGPO enabled games can testify that Wi-Fi has little effect on it. If you haven’t ever played on a decent GGPO or rollback netcode implementation then, as I stated above, you do not have the information to contribute anything to this thread.
Just not here though Dev. Its worse on capcom unity where the developers truly lurk the forums.
Whenever I hear capcom make an official statement about something, its typically from a CU thread\post. It has change there and here for it to make a difference.
The wifi in the PS4 is really of low quality. It isnt even dual band. I hope a PSA is made when SFV drops to tell everyone to hook up their PS4 with a ethernet cable and not to use the wifi.
even its true and wifi is not slower than cable for gaming
wifi always have the problem that many things can disturb the quality and the wifi on ps4 sux because wifi is not good for online gaming
and also good bandwidth not mean automatically good ping and the same goes for the other way
for me i like to decide if i want to play vs wifi user or not
Capcom needs to just contract out the netcode work to whoever did Killer Instincts netcode. It’s incredible. I have no clue how they made it so good, and it pretty much set a new standard/bar for me personally, since all I do is play online when I get a chance to play.
If SF5 doesn’t have netcode on par with Killer Instinct, then I doubt I will buy it. I simply won’t have time to go to gatherings and meet up, especially with my first born due in 2 months.
Capcom can no longer use their “3d models wont work with rollback” excuse they used before. It’s been done already and nearly flawless.
If you guys haven’t played Killer Instinct online, I strongly suggest just trying to play it online and see for yourself how amazing it is. I play with people in Arizona and western Canada (I’m in Maryland) and it is pretty much like they are sitting in a seat right next to me. Simply incredible.
as long as members in the community say sf4 online in the USA is fine, several people have in this very thread, they can keep using the excuse. Not only do people say it here, but people say it on capcom unity too where the developers truly surf for ideas most of the time.
@Dev, what would it take to get front page articles describing our problems with online for sf4\umvc3? This is the only way to get the word out. Threads like this allow people who don’t know whats going on to have an impact on the outcome simply because they’re too ignorant to realize their opinions are irrelevant.
Yes, I’d be interested in seeing an editorial article tackling this netcode dilimma things thats been plagueing the big titles in FGs and as a result a general mindset of appectance within people the that SF4 netcode is ‘good/fine/okay/playable/work’s for me/blah blah’ (notice how you rarely see words such as excellent, feels like ggpo/offline! when describing sf4 netcode)?
d3v is one of the editors thats active supportive and knowledgeable in this (good) implementation of rollback vs the rest thing.
Honestly you can cover a lot of subtopics revolving Fgs, netcode, and the community:
-history of quality of netcode used in fighting games from sf2 on XB360 , ponder and ggpo, rise of the quality of variable delay netcode and use of rollback/ggpo on commercial titles.
-a technical explaination of the differences between variabl input lag vs rollback. How each works and is processed. What advantages and disadvantages each have to the end user. (slowdown, input lag, visual distortion of frame skipping/teleportation).
-What impact delayed input lag has on the actual gameplay of competitive fighting games!!! I feel this is the most important thing that players need to realize. Sure its frustrating to drop combos due to lag but theres way more than that. Fighting games are fast paced action games that a single frame of difference can mean life or death. Especially the higher level it gets, the higher importance on reactionary gameplay thru visual cues and crisp fast as possible input responce becomes important.
-This is a bit out of the topic of actual netcode but explain the differences of internet speeds and infrastructure around the world. Why Japan is more torelant than US for the same game. Why ideal conditions still do matter, and ggpo isn’t a magical cure for crap connections.
I mean, if youre a casual that has fun mashing then whatever but the readers of SRK that play FGs at at least some competitiveness should not tolerate variable input delay when there are better, proven options available.
Its important for all users to be aware, and hopefully ther other branches of FG community (like CapcomUnity)