Actually we should set expectiationsons to be as good as KI’s netcode is, so that when Capcom puts out some shit online play, people aren’t okay with it and they know about it. It’s better than being okay with a crappy online experience. People SHOULD have ridiculous expectations because KI has set a new bar for online fighting.
I own 3SO for 360 and the netcode on Killer Instinct is for sure better than 3SO.
Interesting. The sad thing is I don’t expect Capcom to swallow their pride and actually undertake a move like this for SF5. They’re just not that kind of company. The only way I could see them being open to external suggestion along these lines is if Sony actually has a little more heft in the development process and respects the fact that when it comes down to it, the majority of air time these games see these days is online.
I’d be curious to know how they’d react to the creator of GGPO actually approaching them instead.
how much more can ponder, creator of ggpo, actually do?
he invented it for the FGC. When it was first being developed, he showed it to a head capcom official whom was impressed with the technology. So much so that they licensed it for a couple of games on their console releases.
Capcom will do anything if it will affect their sales. They want to make money. The main reason this is a problem because time after time people will routinely say sf4 is good online. For fucks sake, yorkey said it was good on this VERY page. Until the worst players in the community start to shit on the quality of online play, it will always remain in the dark as a topic.
I know its a common idea that everyone gets an opinion but look at the scrub post ihira put up from ehubs. Look at the comments in this page like Yorkey’s. Hell look at the comments in the old threads. Players who don’t the differences between the two are chiming in as if they did. It totally dilutes the whole argument if we logically describe the issues but that is negated but the hoards of idiots within the FGC who have access to the internet and their own shitty opinions. From Capcom perspective, it probably looks like we don’t know what we want when in actuality we do. Its just they don’t know who to listen to for accurate information. On CapcomUnity, home developer site for capcom, the idiots there are far worse than any other place some of the FGC members post at. I literally read 1 comment on there that said sf4 was fine, its our fault for choosing the ISP we have. Nothing technical, nothing descriptive just another blanket statement that goes against the community goal.
only idiots think everyone gets an opinion. Smart people know when their opinion can be beneficial and it sure as fuck isn’t every time on any subject.
Input delay is fixed based on what’s ideal for your connection/ping time. So if it’s 4ms at the start, it remains 4ms and doesn’t drastically increase every now and then.
*KarbyP: When it comes to online play, according to numerous fighting game fans, the netcode in Katsuhiro Harada’s Tekken series is best-in-class, beating out the online play experience in Street Fighter.
So we’re wondering if Ono is confident that Street Fighter 5’s netcode will be able to knock Tekken’s netcode out of the park, this time around.
Ono: We’re losing to the Tekken series in terms of the netcode?
KarbyP: (Bluntly) Why, yes!
Ono: I don’t really feel that’s the case though, that we’re losing to Tekken on that laughs.
KarbyP: (Realizes what he said was rather blunt) …Well, what I mean is, it’s been several years since Super Street Fighter 4 was released [and Ultra Street Fighter 4’s online modes were basically built on top of SSF4’s netcode], so the netcode and online functionality for the SF4 series hasn’t really evolved that much [to the level that the Tekken series has].
Ono: Ah, I see. Well, I think we did a pretty good job with the netcode in Street Fighter X Tekken, since it’s got a rewind or rollback feature similar to GGPO. With regards to the netcode for Street Fighter 5, we’re thinking of implementing a similar rollback feature here, and looking into how we can optimize it for a smoother experience.
KarbyP: But is Capcom also looking into a different netcode technology that’s potentially superior or more advanced than the rollback technique used in Street Fighter X Tekken?
Ono: No, I think it’s probably impossible for netcode technology more advanced than what was used in Street Fighter X Tekken (rollbacks) to be implemented in the current generation of gaming consoles. So rather than look for such a solution, we’re taking the netcode technology used in SFxT, and looking into ways to tune it for better performance [for Street Fighter 5].
Ono: First of all, no, we won’t lose to Tekken in terms of the netcode. Ours will definitely be better.
I’ll admit that the netcode in the Street Fighter 4 series has indeed become fairly old technology.
But for Street Fighter 5, we plan on incorporating an optimized version of the rollback netcode technique used in Street Fighter X Tekken, and we’ll work hard on making it possible for players all over the world – even those with suboptimal online connections – to enjoy a smooth online play experience.
So please write that it [the netcode] will be smoother than in Tekken laughs.
Also, the next time you get a chance to interview Harada, please ask him the same question but tell him that Ono said Street Fighter’s netcode is better than Tekken’s laughs.*
I really hope he’s not saying that netcode better than SFxT isn’t possible on current gen, because Killer Instinct is light years better than SFxT and is already out there.
Unless he was just referring to the whole “rollback” technology, but it wasn’t that clear to me.
Think he’s referring to the fact that Rollback can’t be improved upon that much, rather the actual tuning and usage of it can be improved, like the ability to set latency automatically and such.
The tech can’t get much better but it needs to be implemented better. And I do find it interesting that Ono wasn’t fond of that crack against them.
SFxT netcode can either be a really great experience if playing someone nearby, or a teleporting stampede of frustration if not nearby.
With that said, idk what to make about that statement, hopefully it is more toned out to be smoother. As much as I liked the concept of SFxT’s netcode, playing people that aren’t nearby is much worse in SFxT than it is in SFIV. At least you can get somewhere in SFIV despite input delay issues. Meanwhile in SFxT, it literally has multiple things jumping on the screen at each frame on random occasions.
Im gonna have to disagree with this statement. Have you played the game lately? Well I have and Ive played people from EU (Im in New jersey) and it was very playable. In SF4 I avoid anyone without a USA Flag next to their name.