Net code discussion. Rollback confirmed!

maybe for you but i’ve been getting good/playable connections for most of the evening against people not even on my continent. the two matches i did play against opponents in the uk were fantastic.

It’s not even close to usf4 ps4 levels right now.

Dunno what’s up with people getting bad experiences. Maybe y’all is just getting bad connections. Aside from one match that was rollback city, all of the matches I got into were pretty decent, and I’m here sitting at the ass end of the Pacific fighting against people supposedly in the United States.

Yeah, rollback would be great if I didn’t have to fight stuff like this because of it

http://youtu.be/riOaBasjysM

Hold on a second.
I have a feeling, that if your ping is TOO good, the netcode will somehow glitch or fuck up like that.
I played some pretty good matches against people from around the world, but the one match I played against another Finnish opponent, it was exactly like in your video.

The netcode is fine (although still glitchy), especially for a beta. Using a complete edge-case match as an example of how the rollback netcode is laggy makes you seem pretty retarded. I can confirm.

It’s already miles better than SF4 at least.

Thats why Capcom is doing tests to optimize things. Killer Instinct is rollback based and rarely ever has rollbacks because they purposely add 3 frames of delay to all matches to soften the rollbacks. Which is still less input delay than what you’d average in SFIV.

Optimized they should hopefully be able to keep the game at 3 frames delay or less without too much visible rolling back. Ideally they should allow you to see pings and change the lag on your own so you can set yourself to 1 or 2 frames of delay if you feel you have a good enough connection with the opponent so your inputs can be immediate without heavy visible roll backs.

That person might have had poor internet connection or too many things going at once to cause lag.

I wonder what kind of feedback Capcom is looking for with the netcode. I like to pinpoint problems when I do beta but it’s hard to do with netcode without knowing what’s under the hood.

i played over a hundred matches and didn’t get anything close to that bad. the only problem i had was against this ryu player who knew his connection was ass and would purposefully dash forward and backwards the entire game to try and make you commit to something. it made his animation completely jolty and unpredictable. that was the only game i lost where i thought the connection was a major factor.

Do you have a source for this claim? This is similar to the local input latency the Tekken guys were speaking about by design a while back with respect to Tekken 7. I assumed K.I. implemented something similar as a means to soften or hide perceived online lag, but I could never find any real meaty information on their approach. I’d be curious to learn more.

It makes good sense, though my concern is that it has the potential to eat into the snappy response players expect from Street Fighter (using offline as a baseline) so perhaps isn’t overly wise to copy.

Keits tweeted it to me a while ago. I could link the tweet if you want to, but yeah.

That’s why I said ideally they should do something like GGPO or Skullgirls where you can adjust the delay. If you’re playing against someone a state away and you have godlike connections, you can set the delay to 0 or 1 and have very responsive play with little rollbacks. You can play someone farther away and still set it to 0 or 1 as long as you’re fine with a bit of rollbacking here and there. If you’re someone who just hates rollbacks you can set the delay to 3 or more so you can still time things you want somewhat well while not having to deal with rollbacks as frequently.

Basically just look up MikeZ’s write up on GGPO/Skullgirls and it mostly explains how it works.

Let’s assume Capcom doesn’t want to include the choice in order to not confuse really retarded people buying their games.
Can’t the game just automatically set a frame delay that works best with the connection both players have to each other?

I would assume its possible for the game to set up algorithms for that, but that’s up to Capcom I guess. Generally the game isn’t as tight frame heavy due to lack of emphasis on one frame links and the extra buffer frames. You’re really just worrying about tight setups and spacing being affected at that point.

They can do the same as Skullgirls did and show the ping and the recommend delay before starting a match. Even a retard can understand that.

I also heard that they run the game on 90 fps

Specifically, if they do it automatically by default (or set it to 2-3 by default), but have an config option hidden three menus deep somewhere which turns on the ability to change it before a game (with a default suggestion) that would be perfect.

Unlikely though.

Wouldn’t be surprised to hear that. Skullgirls is the only fighting game that gives me motion sickness.

I was talking about Killer Instinct :stuck_out_tongue:

Btw. Maxman, are you Irish and playing SF4 on Steam?

An option to alter the input delay would be best. Just set a default frame delay and give players the option to change it if they wish.