Ping times. Seriously. It’s a goddamn insult to humanity especially in this day and age to think that people can’t understand ping times. I could understand a Nintendo booklet at the age of 8 back in the 80’s. People can understand low is good high is bad, red numbers are bad, green numbers are good.
It should be the EXACT way that skullgirls has it.
Played a lot of games the past 4 hours and the netcode still needs a lot of work. Even when you have a good connection, it’s like there are dropped inputs or tiny stutters that throw timing off. Online I rarely hit the cr.HP link from Ryu’s Solar Plexus. Training I hit it 100% of the time.
At the start of the match too you can tell it’s laggier than it is after the match gets going. It’s like it has to sync or something.
It’s a good start though, just hope they still put some more work into it.
Yeah I’m also experiencing quite a bit of input drops. Like I’ll do a crossup and the kick simply doesn’t come out like wtf? Or I’ll follow up a jump in hit confirm j.HK, and do cr.HK and it just doesn’t come out.
I played the length of the entire beta today and I honestly gotta say that the netcode seemed better as opposed to those initial beta runs. There wasnt too much teleporting going on when a match was laggy and all the connections, even tho in other countries, still felt playable.
True, it’s actually like an alpha version of rollback. While I was doing the initial testing for ggpo it wasn’t this bad.
I’ll post more of my thoughts later, but I really feel like the next thing we absolutely need to advocate for is an option to choose delay settings. This needs to happen before release.
I already had delay options in my list of improvements on the capcom unity website so hopefully that’s one of the things they have set in for launch.
True. There’s probably some very specific complaints about how it’s working in this game that are valid. Otherwise it’s generally a combination of people still being ignorant of how rollback works and being too comfortable with the lack of pureness in the inputs in input delay code simply because it looks cleaner even in bad delay.
Something where you can get relatively clean looking matches in low delay settings while still being able to adjust or recommend something that keeps the match looking clean in higher pings would be ideal. KI does a good job of making the game still look clean visually even in sub par connections.
Great vid - that was pretty much my experience on the PS4 EU “stress test” last night for a few of the matches. At least 1/3rd of the matches were a horrible mess - and this is all within near EU countries where other games (like HDR on XBL) are completely fine 99% of the time. Should never be a ping over 150 at the worst. Usually around 60-100 within Western Europe.
you are never going to eliminate jitter entirely when you’re just playing any one you bump into.
it can’t anticipate exactly how much jitter there will be once a match is going.