Net code discussion. Rollback confirmed!

I play USFIV on PC and MKX on PS4, both wired with great internet and SF4 is miles ahead of that NRS garbage netcode.
On opponents with good connections MKX is just tolerable, while on SF4 PC it’s kind of good.
On bad opponents MKX is fucking ass but at least doesn’t drop any inputs, so if you can see into the future and you got your combos down to muscle memory, you can still “play” lol.
I don’t have to deal with bad connections on SF4 though, since I can choose my opponents, while on MKX ranked I’m forced to play the shit that NRS dug up for me.

That’s how you know SF4 on PC is fixed, when Artvandelay is actually talking good about it :love:
Anyone who still complains needs to move out of hick town Alabama farm area.

So MK X has a trash netcode eh? I wonder what’s worse that or MK9, never played either online. I’m sure it can’t be THAT bad, nothing compares to how bad Arcade edition v2014 on PC was right after the steam works transition. KoF XIII on console actually has the record in my books.

Capcom’s new netcode is called “Kagemusha”. I’m sold already.

Haha, yeah it’s good news to hear they are at least supposedly addressing it. But I’ll stay skeptical until I play the beta or hear other people in the community hyping it up like Filthy Rich did with KI.

After their “in house GGPO” implementation for SFxT, they haven’t quite won my trust yet.

Aside from the sound issues, SFxT netcode pre-patch was pretty decent.

Where has Capcom made statements on the netcode?

Aside from Ono’s earlier comment about using rollback, in the recent press event, they mentioned their own implementation of rollback netcode codenamed “Kagemusha”.

It’s in our article on the front page.

I disagree. There were tons of dropped inputs.

And the sound issues were HUGE. Sound to me is a very big deal. That alone made it unacceptable.

"Writer Alessandro Fillari at Destructoid must have asked the right question during his playtime with Street Fighter 5 as Capcom mentioned their new, proprietary netcode called “Kagemusha”.

Being rollback based, Kagemusha is essentially their own version of GGPO"

If you read our own article (since unlike eventhubs, we actually had our own representative there), they’ve also confirmed as such.

Ass Internet is ass internet. No net code will mask it for u. We won’t get good net play until everyone starts using that fiber net crap that’s suppose to be so fast. That being said, I do prefer rollback.

Yeah but in the same vein even an amazing connection will do nothing for a horrid netcode. It’s just about Capcom taking their side of the equation more seriously.

Yeah you gotta have both its not just one or the other. The issue is easier for Capcom to fix since you need far less upload to run a smooth game online if the netcode is good enough than you would need to stream SFV online at a high resolution. You shouldn’t need anymore than like 4 or 5Mbps upload to have good games across country or even other countries, it’s just Capcom needs to step up with this Shadow Warrior netcode.

I truly hope this is going to be Skullgirls/KI quality in terms of netcode.
If that is so, you won’t see me complaining here about anything, cause I’ll be too busy gitting gud at the game.

I never played KI but I’ve heard it’s “offline-smooth” on so many places on the net. If that’s true, I don’t know if we should get our hopes that high.

You know that already if you’ve seen the Kurosawa movie of the same name, but kagemusha (litterally shadow warrior) means a body double, a decoy (in the movie it’s a man impersonating a warlord while he’s initially away, then deceased). This hints towards a specific approach.

In the rollback-based model, your opponent inputs are always arriving too late so while you’re waiting for them the opponent’s character has to do something in the meantime. Then when you get the remote input, a “teleport” occurs because what the character did probably isn’t what your opponent actually did. So there’s the idea of client-side prediction: if the game can guess what that input would be, then when the rollbackoccurs the predicted move and the actual move will be the same or very close and the teleport will be considerably lessened. But it’s a bet: guess right and the teleport will be invisible, guess wrong and the teleport will be even more noticeable than if you’d done nothing.

GGPO really just assumes no buttons are pressed or released for its prediction, which is a simple but efficient approach. KI likely uses the Shadow Engine, a statistics-based impersonator of the player, recently illustrated by adding the various shadow modes which use said engine. Given its name, it’s very likely Kagemusha is going to use the same kind of approach.

Last I checked, the Shadow Engine isn’t used in the netcode though.

Yeah the shadow mode in KI has nothing to do with its netcode. KI uses its own form of rollback netcode that is inspired from GGPO. HD Remix is that way too. It uses rollback netcode but not GGPO itself. Tom and Nick Cannon did help advise for KI’s netcode so that’s part of why it’s very good, but only games that have the GGPO logo on start up use GGPO itself (like Skullgirls or 3S OE).

Luckily fighting game companies like Capcom and Iron Galaxy are finally taking a leap of faith and working to make their own netcodes based on GGPO. Which is good because that means companies eventually wont have to rely on the Cannon brothers to implement rollback netcode. Capcom already tried with SFxT and supposedly it wasn’t bad before the patch which created all the glitches.

If the Shadow Warrior rollback netcode can improve on that then we may finally have the first mainstream 2d fighting game with netcode worthy of training people well for offline tournaments. KI’s netcode keeps things at a consistent 3 frames of delay which while still isn’t as good as offline, is much closer to offline than most traditional online netcodes which have up to 5 frames delay or more. Supposedly SFIV and MKX have 5 or more frames of delay online and SFIV is a game that heavily relies on just frame links and OS’s.

Capcom being able to get this rollback code to about 3 frames or smaller delay that would really be great for fighting games in general. Hopefully since SF can be very link based they can get the delay to 2 or 1 frames in really good connections. Would make overheads easier to block consistently also. Rollback code is generally safer to play in than input delay code since if the game sees any discrepancy it just tries to correct things while you can still input things as you would normally. In input delay code if the game sees an issue between inputs you’re both going to get spikes or further slowdown in the inputs.

It’s a bit of a wild hypothesis, true enough, but remember back when there was that video of both sides of a netplay match, with spectacular desyncs. If they’d just used the simple keep-buttons-pressed method the remote player would basically have gone dead, instead it was doing all kinds of stuff, so it had to be some kind of shadow. The slightly less adventurous reason is I don’t think they’d have bothered with a shadow engine (and a pretty good one apparently) just for those extra modes, but for netplay it’d be a huge game-changer.

Regardless of whether KI actually uses it, for SFV the name’s definitely a good giveaway.

That can happen in any game with rollback netcode and AFAIK is just inputs being processed wrong.

And most rollbacks don’t happen long after a desync with enough time to let the other player move. They happen just about a few frames after the desync.