i agree 100% with that
better would be ban wifi complete and force people to get nat typ2 at least
everyone who cry about netcode´s should talk more to there providers 2015 and most parts of the world still with the 90s cooper phone network
while wifi can cause problems, it’s not the main culprit. 90% of the time I play on GGPO is on wifi and I have no issues playing US/Euro players. The main issue we have to worry about concerning wifi performance is distance from the router (obstacles such as walls) and shared connections (roommates/family using the net).
Question: has there been any game that actually detects opponents NAT type, or wired/wifi in game?
I’m not saying its not possible ( it totally is) but has a game dev actually made that available to end users?
I really don’t see dev’s doing this as its generally unnecessary and only pleases a very small crowd.
So in other words it does cause the problems because wifi allows ‘concerning wifi performance is distance from the router (obstacles such as walls) and shared connections (roommates/family using the net)’ basically packet losses because stupid ignorant people that try to play via P2P ain’t goin no where.
Wifi isn’t the same that it was 10 years ago anymore. I play 3S:OE on both Wifi and cable and there’s no fucking difference except for very seldom lagspikes.
The problem lies more in crappy netcodes and crappy internetproviders.
I still don’t get why Capcom insists on their fucking SFxT netcode when GGPO is dirtcheap to license, easy to integrate and top of the line in terms of netcode. That r&d money Capcom blows in their netcode could’ve went into the actual game.
Look at KI and Skullgirls. Why the fuck wouldn’t you want the same kind of online quality for your game?
I’m also worried about PSN as a whole. Holy fuck it seems pings suck by default on PSN. Sony really has some fucking work in front of them if they want to strengthen their online appeal. Seems like the whole PSN infrastructure is garbage and just good enough to download games.
wifi = susceptible to interference and its build for slower ping and high mbit rate
and again maybe in some perfect situation wifi is ok
but cable is always better so please stop the wifi is ok nonsense
for the psn yes its terrible but its a pvp game servers dont matter for online play
for usf4 the ps3 version has 1or 2 frame more lag but the real reason why erveryone says usf4 on the ps3 is terrible is because of the amount of wifi user
I’m not buying either of the next gen consoles, just a Wii-U due to the fact they are complete let downs, might have to get a PS4 stick to use on my PC, and offline at events on PS4’s.
Skullgirls is so amazing online, I can play with people from California and I get similar network quality as if I’d play with people from Europe on USFIV. Too bad I get motion sickness from the overly animated character models, or I would play that game all the time.
lol good joke
both skullgirls and ki are both not flawless
and i dont think that capcom can create a better rollback netcode
for me the sfxt netcode was terrible and i have fibre optic and 10-15ms ping
yes i like input delay over visual delay for the games i played
but that is not the point
the point is that everybody should try to make everything possible for a good online experience
and wifi and 120ms ping is not the best
the best netcode cant fix shit like that
people cry here why companys not to “the best”(ggpo)
but they say wifi is ok, high ping is ok ,other devices online ok ,share connection ok
and no all that is bad for online play
and should avoided when possible
Question…have you played Skullgirls or KI online? Have you played older fighters on Fightcade or GGPO? If you have, there is no way you would prefer input delay. Rollback is simply better than input delay, it isn’t a personal preference thing. Unless lag is considered fun.
With ggpo net code, you can set how many frames of input delay you want. If you manually set input delay (say 2 frames), the game will use that 2 frame delay to smooth out the visuals so there’s no skipping/teleporting/etc. Which translate to consistent input AND smooth visuals.
I think a properly done rollback net code really needs to be experienced before it can be appreciated.