Net code discussion. Rollback confirmed!

Not really, you don’t see it in KI either and it’s light years ahead of this.

I dont know but xbl have alot more servers too
I dont know if this play a role ,but xbl is years ahead compared to the psn in terms of overall network quality .

I always thought PSN was shit, but I was hoping a fighting game generally being peer 2 peer wouldn’t give so much trouble. I do remember 3S OE running better online on Xbox.

Will be interesting to see how this all works when crossed with PC.

Yeah, seems like PSN is worse than XBL by default.
Playing 3S on PSN is so bad, I just sit in practice room, because online is just not fun.
Same with USFIV on PS3. Jesus Christ, I hope at least some people at Capcom and Sony are ashamed for that.

Btw. online matches were lots of fun today on SFV. If not for the frequent disconnects, it would’ve been a lovely day.

My connections with the Asian beta today were all laggy DBZ teleport bouts at first, but after they added Cammy and Birdie almost all of my matches save one were suddenly great for 20 matches straight. I have no idea what happened.

Got to play a bunch of laggy matches today (though it was partly our fault for playing the game in a game shop with a bunch of guys playing CS and DOTA).

From what I’ve experienced, I think that they need to fix the calculations for delay and maybe add a frame or two of fixed delay depending on the quality of the connection.

Currently, it feels like it’s trying to get the fixed delay as low as possible, not accounting for the fact that this will cause more stuttering and rollbacks depending on the connection quality.

They really just need to let you choose for yourself. If we end up with 2-3 frames of innate delay that you can’t remove it will definitely make online less useful. This is a situation where Capcom needs to let the fanbase figure out what works best for them, not try and force a one size fits all solution.

Netcode feels better to me today with the NA stress test cause probably facing more people who are closer than over seas. Still needs a lot of work though but it’s off to a good start.

I can only wonder what this would run like on XBL over PSN. Sucks we’ll never be able to see.

so far 4 matches in with Birdie only one was extremely laggy. the other three were as smooth as any online fighting experience I’ve ever had. On the dropped inputs I think its the rollback… I had to pretty much lk the lag match to death because nothing came out when it should have.

Dunno wtf they did with this last server maintenance period, but holy shit the netcode feels MMUUCCHH better to me today.

Felt about the same to me. Just kinda depended on where the opponent was from. I was already pretty content with the netcode (still better than IV and especially MKX) so it’s good to hear that there feels to be a betterment.

Probably changes to the matchmaking then.

I would really like a way to tell who is on console, who is on PC? and if they’re on PC what grade did they get in the benchmark?

If they’re on PS4, are they wired or wireless?

I wanna discriminate.

This is what I was referencing earlier in the post, fortunately I had a recorded match of it to back up my complaint. Watch as I hit him and the stun meter goes off and then… NOTHING. (08:10 mark)

https://youtu.be/90zM8m3G01I?t=8m10s

Isn’t that just rollback net code doing what it’s supposed to do? The game assumed the opponent was hit then made corrections when it received the information telling it that he was actually blocking. It just so happened to be that that hit would have stunned, so it got rolled back as well.

I don’t know which previous post you are talking about, so maybe I just missed your point.

Welcome to 2007 rollback lol.

In subpar connections you will have some rollbacks. Hopefully with these betas they optimize the netcode so the rollbacks are little to none against people with solid connections. Depending on how the delay is set.

Okay, I haven’t read the back pages of this thread, so i’m just going to ask a new question.

How’s the netcode, I have never played the beta before, has the netcode varied with each beta session? Gotten worse, gotten better? Was their a certain beta that was better than the rest? Details people ! O_O

Aren’t you going to be playing the next beta?

Either way, the netcode felt solid when it was solid and it was herky jerky rollback when it wasn’t. The problem was it wasn’t easy to tell where people were or how far away they were from you. Which means it was tough to tell if the problem was distance or the netcode itself.

Some people also noticed that there was dropped inputs even in good connections. Hopefully there will be less of those.

Overall though, people felt that a good connection felt better than SFIV (less input delay), but laggy connections were pretty bad and because of the visual rollbacks, sometimes worse than IV. The new Capcom Fighters Network being built into the next beta should show us the area where people are living and give us a better idea if the connections are bad due to distance, their networking or the netcode.

The good matches have been good and the bad matches, bad. (1st beta and the 15 minutes I’ve had of the 2nd when it randomly opened.)
It’s sort of hard to comment anything else when we aren’t given any details about our opponents connection other than the country they’re from. I don’t know if the bad matches were due to the netcode or the opponent’s connection being bad.

So anybody tried logging in yet?