okay. I have no way to confirm it and the game feels kinda heavier anyway in comparison to SF4. with my online matches I couldn’t really make out any difference to offline training regarding button response time. but you might be right.
There might even be a select delay in training mode since you’re still technically online.
https://www.youtube.com/watch?v=pE3_j-RFwJg&feature=youtu.be
https://www.youtube.com/watch?v=ofQztZwULFg&feature=youtu.be
That scares the shit out of me because I saw it happening in the second beta too. All the scenarios freaks me: or capcom havent found out that yet, or they know about it but dont know how to fix it. The team taking care of the netcode seems weak. The netcode itself is weirdo if compared with the others in the marketing and I see no evolution on it as the time goes by.
I had a couple of matches where I noticed it too. Guy was teleporting all over my ass, whiff punishing everything while I couldnt even anti-air cuz all I saw was the guy taking off into the air and on the next frame I get a heavy into a full combo into my face.
I’ve got a great connection on my end and that fucker was able to lag me to death.
Also pissed by all these fags that rage quit on you after they got a huge beating and run more points than you because obviously there’s no safeguard to prevent people from pulling the plug on you.
Quitality is the best thing ever invented in online fighting games and I hope Capcom follows suite.
Anyone on pc getting most of their lag from ps4 users?
I’ve been lucky enough to have very little lag online.
Although whenever there was lag it was usually a guy on playstation from a country quite far away.
Something I did notice though is that the PS4 players make me look at a white screen for half an hour at the start of a match while they load
I hate the online. The rollbacks are terrible, and for players who are lagging they get to spam buttons and teleport CC or teleport counterhit you all day long, and somehow confirm those into combos.
I haven’t had much problems with online netcode. Most of my matches have been remarkably good. Fought a dude from Germany with little or no lag at all. Of course played a dude in Brazil who was teleporting around with Cammy, too…
edit: faced another laggy teleporting brazil dude…kinda hard to fight back, when dude is suddenly in your face poking u…
Yeah, when they’re lagging like that you can’t even counter poke or try to priority poke. You just get rolled back on while they spam buttons the whole match. I also love when you jump, and then they’re instantly above you hitting you out of the air.
By the gods, it’s like I’m playing HDR all over again
This was actually a problem with Skullgirls as well in the early days. A lot of people complained and mike tried a few things that didn’t work. But then he said that there was something else to try. Something along the lines of the computers being connected to each other and one lagging the other out. So he basically made it so that this didn’t happen anymore and the effect was instant. Most of us stopped lagging nearly as hard as before. And SG has had great NetCode since then… Perhaps capcom is having the same issue?
Let’s see if mike still visits this site and talks to me.
What do you think of the above? Could it be the same problem you fixed in SG?
If it is, I wonder if it would be worth it to let capcom know.
Rollback is a piece of shit. By the lords how i HATE this netcode. Isn’t it wonderful when you confirm your hit into something unsafe but OOPS it was actually blocked.
I think the netcode is great for the most part. I just hope there’s a filter option where you can’t get matched to dude’s whose’ connection wildly fluctuates. That, and it kept matching me to Brazilians for some reason. I don’t know why. And most of the connections to Brazil and South America were terrible.
online is great for me
most of the connections are totally playable, whiff punishing is possible, etc.
I wouldn’t put money on an individual online match, but taken as a whole, online (especially with bo3 ranked) will be enough to prepare you for tournaments unlike SF4 where whiff punishing was impossible even on a good connection and bo1 meant you got to choose between developing depth for tournaments or scoring easy points
If I’m understanding what’s going on there right, then that should be perfectly normal since a rollback occurs when there’s a desync, in other words, what happens on both clients will look different.
As others have stated, it’s something that happens with rollback netcode.
Yep that top version of the match is basically what half my connections felt like when capcom was running their “opponents closely ranked to you” version. The bottom one is what maybe the other half felt like.
It wasn’t until capcom did the extended 2 hour beta that I was getting good connections again.
Basically in a nutshell:
Kagemusha netcode sucks. Get SG netcode pls.
That is so weird, lol. So how does it decide who gets the rollbacks?
I’d assume whoever is “ahead” is rolled back, meaning the guy with the good connection/not dropping frames (if you’re on PC) will suffer. I could be wrong though
I think random bs is right, another reason why PC users need a benchmark test, you got dudes trying to run this game on toasters.
You havê no idea on how things works online. Its not US brazilians that are lagging, its The distancie plus The routers uses to trade Packets between you ando us. I wont even comment about all that shit related to ranks and The skill of The players.
IIRC Ponder made a post about Brazil having some sort of extra latency with their connections when he was developing ggpo.