Net code discussion. Rollback confirmed!

SFxT netcode on launch was actually very good. When they patched it, it was obvious they adjusted the internal delay setting, but it was light years above an excellent connection in SF4.

The obvious solution here is for them to have a way to automate the delay settings for people who don’t know better and also include a frame delay option for those of us who do. That way it’s a seemles process for those who can’t be bothered to learn the difference and let’s us go into the options and toggle the delay. This should be a simple task for their R&D department once they get the technology down (which they have a good working base with from SFxT and GGPO).

Never learn about netcode from arcsys. They make netcodes with japan in mind only

The sad part is people actually believe all of the lies that Capcom throws out there too :frowning:

ArcSys netcode at it’s worse is tolerable. It helps that their games tend to have moves with large input buffers that makes things much less pain in the ass online. If wanna talk about never learning go look over at SNK and Netherrealm.

I heard good things about Arcsys games netcode, i heard most anime fighters have at the worst “tolerable” netcode in general.

This boils down to one question: When you are fighting someone with a bad connection, which would you prefer?

  1. Buttery smooth animations, but bad input delay on everything

  2. Some choppy or warpy animations, but no input delay

I’ll take number 2 any day over number 1. As far as I understand it, this is how input delay and rollback net code work for what you experience. Bottom line is, when you face someone with a semi-bad connection, the input delay netcode will have some input delay. ANY input delay is absolutely horrible for fighting games. When you face the same person with rollback, you’ll just have some choppiness in the moves and movement but still no input delay. This is only an aesthetic problem and is much more manageable.

If you face someone with a horrible connection you’re just screwed. There’s nothing any netcode can do about that period.

You underestimate Skull Girls (PC) and Killer Instinct my friend.

Even those two (and of course GGPO) can’t handle really bad connections.

Obviously, of course. But who cares about the people who complain about not being able to play games or play them online, when they’re still running on 32 bit operating systems, single core CPU’s and 768KB download connections, get with the times. It’s 2015, even being from a “unprivileged” family is no excuse why you still have AOL/Netzero internet in this day and age, i’m sorry. I know a guy running on a shitty BellSouth connection, calling every net code known to man shit, despite him having one of the worst ISP in the world, “it’s up to them to make a good online for me, not me having to upgrade my internet package to something i can’t afford” he says. It’s just not possible, some things will never change.

I witness the miracles of what KI netcode can do. I play the game at my friend’s house who has a shitty DSL connection (yes, he got DSL in 2015) and I still manage to get some great games out of it. Though when it gets bad some weird shit happens.

Sorry if i sounded aggressive D3V, but it’s true, love ya. >.>

Hawkingbird <3

And I love you too Yorkey <3

I have a feeling that Capcom will actually work their asses on a netcode this time around :stuck_out_tongue:
I just can’t help it but notice this feeling lol

I can tolerate choppy 2D fighters since more or less they are simpler to animate and are sprite based.
Regarding 2.5/3D fighters though, chopiness is on a completely different level. Regarding SF4 you’ll have no idea whether what happened was due to the game’s or netcode’s flaw.

They just need to do whatever Killer Instinct is doing.

Out of literally THOUSANDS of matches in that game, I’ve probably had a handful of bad connections, where it’s just jumpy and bad. And I’m talking like 5 or less out of thousands of matches. Every other match has been buttery smooth as if the person was sitting right next to me in a chair.

I know that there is no way that every single player I’ve faced has a great connection or is close by. The odds just say otherwise.

So whatever KI is doing, Capcom (and every other fighting game in the future) needs to get on it.

KI is basically GGPO in all but name since I recall Ponder was consulted on it.

This sounds amazing…

It’s true. I can get more bad connection games in 3 or 4 hours of SFxT play than I’ll see in KI over the course of 2 months. Playing casuals at evo and playing offline casuals…it was like damn, that netcode is that damn good

I remember Filthy Rich hyping it up pre-launch about how good it was (the KI netcode) and holy crap, he was not joking.

I have gone back to trying SF4 again just to see how omega mode is, and it’s just painful to play that game now after playing KI so much.

Okay lets just say KI has the best netcode as of now, but lets stop talking about it like it’s the second coming, or else people will start having ridiculous expectations for it because of the internet and it’s placebo effect, thank you. XD Just finished playing a nice set with my friend on Netcode Fighter IV, it was surprisingly good for once.

I sure as hell hope Capcom follows Suit if Killer Instinct netcode is as good as People say it then

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