Then there is this shithead. SFxTkn netcode is COMPLETE shit on a vomit wafer.
I hate GGPO, I hate the ppl who advocate for it.
Oh, yeah, there is nothing better than watching your opponent regain his life for no good damn reason other than some foreign server decided because his connection has faster packets so he can do little wrong.
Ping number and a lobby where you can choose your opponent.-PERIOD. fuck the rollback.
You’re missing his point. Personal preference factors into both systems. That is subjective and can’t be quantified. Both input systems are wildly different in terms of feel and some people simply prefer becoming accustomed to delay based input provided they play via a stable connection against equally stable opponents. For many it ushers in some consistency.
You could argue this same connection stability would also work well for rollback netcode and you’d be right. Thing is, some people prefer the slow-down or ‘hangs’ a connection interruption or stall brings about in a delay based system over the warping attribute typical of rollback netcode under the same conditions.
Both systems have their merits. I do like how in many instances rollback netcode can be tweaked to factor in a player’s preferences and connection conditions. I personally lean in favour of rollback provided the connection is consistent, though at the same time my connection speeds make the delay driven netcode of SFIV quite playable online so I’m quite happy with it (though I never play ranked, because its a complete latency abortion bucket due to Q-Loc’s implementation of availability polling).
I’m actually really curious to check out Killer Instinct’s performance online based on a lot of points people have made in this thread about it, though I’m road-blocked by the fact that I consider the game awful.
His point is irrelevant just based on the fact that GGPO OFFERS Input Delay as well when done correctly. If some desire to be completely stupid in their stubbornness about how “Input Delay is best”, then GGPO offers that AND does it better than normal because you can choose the delay.
Just to clarify slavesofblastard has been banned not for his behavior here (which only warranted a jailing), but for sending threats of physical injury/death to a moderator.
i not hate on rollback netcodes
yes i only play the sfxt rollback netcode and i dont like it but i know that skullgirls and ki are the best netcodes these days
but i dont like when people say rollback fix everything and low ping dont matter
its not true low ping is the most important thing no matter which netcode
and wifi is a nogo and there is not one reason to use wifi so why?
The main issue with wi-fi is that its connection method is subject to fluctuations and variability a LOT more than a traditional wired connection. Sustained packet flow typically isn’t near as consistent and due to the stability fighting games demand of connections in order to remain playable, it can become a problem.
WiFi connectivity is definitely improving, but it still pales compared with wired.
XD I barely read what was said above, that’s pretty hilarious, but no.
The biggest thing i can’t wait to hear about in terms of netcode is how different PS4 USF4 is from PS3, and how different Chrono Phantasma Extend PS4 is from the PS3 version.
GGPO won’t fix a high ping or unstable connection, nor will it make up for the game itself not being online-friendly (3s is as earlier mentioned a good example, just does not transfer well to online play). but on a good connection in a game that makes allowances for online, GGPO is noticeably better than the alternatives.
anything that is GGPO\Roll Back is p2p. It means that you are connected to your opponent and the quality of the connection is probably the average speed of yours and the average speed of theirs.
IT DOES NOT MATTER if you play on fiber optic if your opponent is playing on a wifi connection from Japan. its going to be automatically shit.
#1 complaint I constantly see about GGPO netcode is user error 99% of the time. No netcode is perfect, no one is saying that but when GGPO is used properly, nothing surpasses it currently. Also its important for the netcode UI within the game to have nice options available so users can identify good connections as well as bad ones. Outside of using GGPO\roll back having options to identify strength of connections, not those fuck ass bars, is the 2nd most important thing when it comes to the netcode.