Net code discussion. Rollback confirmed!

so theres a ton of wifi players on usf4

which probably means theres a lot on sfv betas

does the game feel playable to you all?

this mosy recent stress test seemed like it intentionally found difficult connections

Beta 2 was more than fine, I didn’t do this last stress test but I hear it was rough.

Im on wifi, not by choice, but for it being wifi its pretty good.

Been a mixed bag 1/2 unplayable teleporting nonsense 1/2 not bad. Not sure there is a region control for where you get your matches.

The netcode I feel will make wifi players much more viable to fight against than Ultra.

It is much better. I hate wifi, but its not bad. Granted I’m in Korea, but wifi is wifi. Shouldnt be anywhere near as bad as SF4 wifi connections.

I use wireless aid it’s been pretty smooth sailing, unless dude on the other side is seeing something different, but I’ve had good matches.

First time playing it online. In a laggy match I was playing against a teleporting Ryu, but even when the lag was obviously that bad, the inputs still felt really solid. I’m pretty impressed with that. On most rollback netcode I’ve played I still get input lag hell on top of the teleporting.

When the rollback hits, it hits hard. I anti air super’d with cammy and it rollbacked the confirm and my whole meter was gone lol. Still won though. The failed to send match results is pretty annoying as well.

I’ve had that happen in HDR, but at least HDR refills the super meter!

had a friend play dafeetlee on his stream (they are both in NY btw) and on dafeetless stream it looked fine, but he said it was a complete teleport fest on his end. so theres definitely a problem with one player getting different experiences. He has a 100/20 connection as well, I believe the person with the worse connection is the one who gets the “advantage” due to the other guy having to roll back to match them

This beta phase sucked ass in terms of network quality.
I could either go to training and get shit matches frequently with a couple of games in between that were actually good an didn’t teleport around like hell, or I could go to ranked match search and go to 4-5 bars and then wait 20 minutes which would result in a great game.

Was better earlier but earlier you would also only get retards for opponents, while now I’m either to tired or they actually got skill-based matchmaking going.

I had one downtime period yesterday for like an hour. Besides that in either casual or training I always found a match, longest I waited was 5 minutes, most within 30 seconds.

I was watching Art’s stream earlier when I saw/snapped this:

agreed, unfortunately. In the last stress test it REALLY felt like my opponents were experiencing much less lag and teleports than I was. Examples were my opponents reactively jumping over fireballs that I couldn’t at all, and them blocking things on reaction that I couldn’t. It isn’t scientific but I have an eye for these things as it has happened on multiple games from time to time. As an example it used to be frequent on sg at first. Then we all group decided to use 1delay below 100 ping and 2 delay above 100 ping. Skip forward a few months and I’m losing a lot for a while and I notice one of my opponents that I regularly play that has around 150 ping connection, is doing reactive things that given the delay he shouldn’t. So I ask him wha ping he was at and says 0, then I ask the rest of the group and they all say they’ve been at zero for a couple of months. Well I didnt get the memo, point being though I always new something felt not right and on the last stress test it felt the exact same way. Connections obviously weren’t equal. That’s a huge problem.

I had that happen a few times on perfectly good matches. Until that happened, that is.

I already posted this on the steam forums, but I think that the netcode is really in need of an adaptive input lag on top of the rollback. Judging from my experiences with the beta, SF5 behaves like GGPO with a delay setting of 0. That’s why matches with higher distances (and therefore higher connection latencies) are more plagued with teleports. There is a reason why in GGPO or games like Skullgirls there is also delay setting, which gets rid of most of the rollbacks if the connection is stable.

If anyone wanna add something there, please do:
https://steamcommunity.com/app/310950/discussions/0/487877107146325909/

Direct complaints to capcom unity, that is where are stuff here gets bundled in sent to. Steam community is garbage, nobody is reading that mess.

Two notes:

  1. It’s becoming very clear, and has probably been noted in the thread, that lag is a HUGE advantage. If you’re playing on dail-up you get to play like nothing’s wrong and hit all your combos just fine while the other guy gets to watch you teleport all over the place and wonder WTF is even going on. If this doesn’t get fixed by release, I’m probably going to make another account just so that I can pick Cammy and play Ranked with all my torrents up and watch myself soar to the top of the rankings, just to make a point. Seriously, the guy who’s lagging should be having a harder time, not his opponent.

  2. Well, nothing against you guys personally, but I don’t want to ever have to fight another Brazilian ever again. You guys are all laggy teleporting motherfuckers, and you’re all high rank because of it. It’s hard to punish all those DPs you throw out when the game just winds up skipping the recovery entirely on my end. I know ya’ll think you’re godlike, but please, when the game’s out, do the rest of us a favor and set your matchmaking to only fight people in your own country. I know I’m going to set my matchmaking to “local area only” because Brazil connections scare the shit out of me.

Other than that tho I have no complaints. Like 70% of my matches are perfect.

I’m pretty sure that the game does have a set amount of input delay depending on the connection. At least nothing I’ve played feels like 0 frames of lag.