Net code discussion. Rollback confirmed!

No, he’s saying that netcode that’s better than “rollback” netcode isn’t possible (because there isn’t anything better than rollback netcode at the moment).

No, but I’ve played it when the game was at its peak during all of their patches, and I remember only a few selectable matches that were amazing, and the many others that were just horrendous.

Thanks for the quoting the article dude. Saves me from giving EventScrubs clicks.

I’m glad that they’re going to use Rollback netcode. I hope it turns out all right. That’s one fear alleviated a bit now I just hope the game has good gameplay and Alex is in it.

I wish they had said to him that Killer Instinct netcode owns them, and then he would have said SF5 netcode is gonna be better than KI netcode. That would have made me feel better.

Because the interviewer was basing his questions out of EventScrubs posters opinions.

Someone needs to play other games with rollback netcode then.

…I did.

In other games that use rollback netcode, like GGPO for example, you can easily find people to play thanks to ping. ST I had the best mileage, and it’s not even a game I play a whole lot in the past and I enjoyed almost every match I had with that game on GGPO.

3S GGPO, however, has some good and bad times on GGPO even when hopping on sometime last year. It was still satisfying in the long run.

SFxT, well, represents a lot of the bad times of GGPO 3S for me (minus the freeze → reset issue). It’s one thing that I enjoy playing footsies, but when you are forced to take advantage of miscalculated frames from poor netcode connection from rollback by just pressing buttons because it’s a good button along with auto-pilot buffering like this is the how fighting games are in the online life, that’s just not worth getting into imo. If they can make it smoother as Ono says, then great. If it’s like SFxT during it’s prime (even >2013 patch) where ranked literally became just throw random things in to abuse the netcode on poor connections, that’s a problem for me. At least in GGPO there were more satisfying matches in general.

Well it’s already been acknowledge that SFxT’s implementation was less than ideal.

I suppose I have nothing against on what’s done is done. I have no issues if it means the majority prefers it. I’m more surprised that I wasn’t aware that people enjoyed the rollback implementation SFxT provided.

There is no “perfect, like offline” version of 3S online. Even 3SOE post-patch is still not offline quality. From what I understand anyway. It’s better than pre-patch but it’s still not what it could have been. If IG had more experience with developing netcode for fighting games before handling the Capcom projects 3SOE may have been better but who knows. There’s the common theory that 3S is just one of those games that cannot be played online in a way that feels like offline.

GGPO/FightCade 3S is significantly better than pre-patch 3SOE and I’ve heard that it’s on par with post-patch but even that isn’t ideal. It’s not going to replace offline.

lol @ automatically crowning Tekken netcode as the best netcode.

Sure, its the best-in-class for outdated to-be archaic variable delayed input netcode sure.

I guess the interviewer is unaware of properly done rollback netcodes (KI, even Capcoms own DS:R) or focused the direction of the interview on a friendly SF vs Tekken talk.

Either way nice to see them achknowledging this stuff.

Can somebody help me get this straight

Was the netcode for SFxT bad back then or it was the PC version ? All of my friends who own SFxT on PC aren’t really fond of rollback and prefer Variable input delay of SF4

As has already been stated previously. Tekken Tag 2’s netcode only feels good because it has input delay offline to make it feel like online.

So wait, ki’s netcode is better than skullgirls netcode? If this is true i might have to actually try that terrible game out.

Sg is the only game ive been able to play much since i can only play online fighters.

I never really got to play 3SOE much (except offline), so I can’t say much about it.

They’re both using GGPO. Well KI is using something that’s GGPO in all but name, considering that Ponder was consulted for it (or so it’s been said).

Haven’t tried KI online, but from what I hear, it’s at least as good as Skullgirls.

So you haven’t played a game yet but call it terrible?

Okay…

I’m just so glad my 10 years worth of complaining on the forums has maybe done something!!!

I actually really like sfxt pre patch online. I made a whole post about it on shoryuken calling it the best net-code they ever made. You know until all the scrubs in the FGC started crying about mundane shit. Those guys just need to STFU and just play casually. If you’re casual about the game, why try to change anything about it right?

there is nothing wrong this net-code. More along the lines of there is A LOT wrong with our users. People still fucking think you can go wifi and go outside of the US and play properly. GGPO\RollBack Style games are p2p meaning that your connection as well as your opponents will set an average for the connection. Understanding what your opponents are using in terms of connections is the next step for Rollback netcodes as this will all users to maximize their experience online.

The 1 thing this version of net-code needs is a user connection identifier. All it has to do is allow us to see whether or not they’re connected by wifi or wire. It also has to display the connection speed too in terms of up\dwn mbps or have a refresh-able ping like FPS games have. This will allow us to see their connection type as well as how stable their connection actually is in real time. For non technical users, use a stop light system of green\yellow\red to indicate good or bad things.

p2p is REALLY bad if someone is on wifi or if the other guy is on a router sharing his connection with other people who are streaming movies\downloading whatever. We need a way to know the match will be bad before we actually play and knowing these things should be pretty easy to access within the confines of the game. User information is probably on each machine so getting access to what my opponent is playing with and good their connection is shouldn’t be that hard.

Thank you Capcom!!! I know it only took your 15 years to do this, 15 years later than US games, but at least you made it here. Stop listening to your bad players, you might start making better decisions.

While technically, totally possible to do (except the find out up/down mbps speed), theres no way Sony and game companies are going to allow end users to see other peoples personal settings. Not that it really matters as long as they allow to show a refresh-able numerical ping value to the connected opponent.

Once the netcode thing gets dealt with I think the next thing they need to work is the online UI mess.
-No instant rematch option. Why the fuck do I have to go back to lobby>character select screen>load screen>match every fucking match in a 2-man lobby!?
-This has been said since the dawn of age but STOP WITH THE BARS. SERIOUSLY. If ping numbers is ‘too technical for the average gamer’ then at least give us an option.
-Flag based region search is stupid, instead give an option to search based on ping. I live on west coast Canada and I can find way more players when I change my flag to US. Its just unnecessary as it shuts down potential opponents for both sides.

My bad, my english wasnt succinct right there. I have played the game, just not online, and not against people. What i did play left a bad taste in my mouth though, the physics and hit detection as well as overall feel, felt terrible to me at the time.

But if the gamehas really good netcode then it might be worth me grinding the bad feels out of myself since most bad feels like that come from lack of experience with said games mechanics.

Also, i hate combo breakers and played old killer instinct a fair bit in the arcade. Also also the gameplay from what ive seen of people on vid does little to inspire me.

So yeah, there are other ways to come up with an opinion of the game without having to actually play it.

sfxt netcode is pretty decent… Crap connections here and there, but overall very playable.