Net code discussion. Rollback confirmed!

So what happens if this netcode doesn’t resolve itself? SF5 = commercial flop?

If netcode would influence fighting game sales, Mortal Kombat X would’ve sold fuck all.

The game compares inputs to the current running simulation and rolls to whoever should have the correct gamestate based on those inputs.

Let’s not be stupid. The netcode as it stands is better than majority of what’s out on the market. There are only a handful of other games with netcode that’s equivalent or better than what we have here.

MKX still has crap netcode and is one of the highest selling games of the year, sold like crap in Asian countries too. SFV will be fine.

assuming the netcode is competently made, teleporting unplayable messes would be just as unplayable with input delay, they’d just be the games that “feel underwater” and visibly drop frames. a terrible connection is still a terrible connection.

The problem is that people assume that good netcode is a magic fix for lag when the laws of physics itself dictate that there will always be some form of lag. The question is how the netcodes deals with it.

Just allow us to manually, or have an automatic function to add input delay to laggy matches. That way you’ll just get more delay but a smoother looking match.

Most people new to rollback netcode are freaking out about the ports, but the ports just mean someone has a shit connection. I played plenty of matches where there was 0 or very few ports during the beta. AKA good connections.

I just like that a mainstream fighting game that will be successful is finally getting rollback code. People finally won’t be super ignorant about rollback code anymore and it will just be common place.

Yeah, rollback has a strong psychological effect because when it goes wrong you feel like the game is outright lying to you. With conventional delay you just feel like you’re playing underwater - the effect is immediate and clear.

I would rather take the more consistent majority of games with reduced delay as a baseline; rollback code requires a bit of finesse and tweaking to get working really well (as people have pointed out, it’s heavily parameterised). The guys making SF5 are not idiots - they are aware of how networking works and the point of these matchmaking betas has largely been to get as much of this stuff as fixed up as possible. I would be surprised, however, if there weren’t some dramatic improvements over the first year of the game’s life.

This.

On side note, I usually take judgements from my brother as a sound of how spectators might feel. He saw how teleporting my match was (even had a match online with someone on stream, and apparently it was laggy on my end but not on the streamers end)… and literally never played the beta period. Literally went back to playing other games and didn’t even tried the new beta once because the netcode felt like SFxT where things teleported… and I see this more as a psychological problem (even I feel more infuriated in this than delay).

Point being said, Capcom HAS to make it default to properly set smooth settings on the Kagemusha netcode to at least not make teleporting frustrations apparent. There is nothing more frustrating than believing what your eyes REALLY saw at first and then how the result actually ended. If smoothened, at least I know it’s delayed and I can tell myself to just be “more” on point and stay ahead on inputs. With teleporting problems, my own eyes can deceive whatever I’m even playing.

It’s like if you were playing volleyball and as you made the spike (knowing the area is clear) and see it hit the opponents side and then celebrate the achieved score… all of a sudden the ball teleports back and slaps hard in your face, which then turns out that you lost the game.

Personally feel Cammy will go down a tier online compared to offline with this netcode. Way to many confirmed to hit combo’s then rollback ‘undid them’ and I did a spiral arrow on block as a result. At the very least they need to do something to make it where the guy lagging his fucking ass off doesn’t have a perfect match. Also with rollback they should be porting every 3 or so frames with a pretty crap connection what we were seeing was equivalent to playing someone in China or Europe from the middle of the US was like. GGPO would let me play people on the coasts no issues.

Hopefully just enabling matchmaking into your local region only will fix that.

I really don’t know what people are complaining about. I had a handful of laggy matches (mostly PS4 Nash users of course) but overall it was a much better experience than I ever had with SF4.

What I don’t like is when people move back and force when they are laggy. It looks like they are warping back and forth and I can’t react to anything. They do it on purpose too. I know it isnt me because I have Comcast blast package for Internet.

IT’S LAGGY SO STOP PLAYING FOOTSIES ASSHOLE.

What’s this I’m hearing about certain stages on PS4 having lag/dropped frames? Has this been confirmed what’s going on?

It’s weird, but there was a time I was playing someone on a stage (Underground Arena) and it was a teleport-fest…

I then switched favorite stage from “Underground Arena” to “The Grid” aka training stage… and the same person I fought didn’t lag much as before/at all. This actually is noticeable against 2-3 people I faced (that I faced a few times) that played on a normal stage and played on training stage… where training stage played mostly fine. There were times this didn’t matter though because normal stages wouldn’t lag, but not sure if this was a PS4 issue or not (since servers were trash enough that I couldn’t see opponent’s system of choice)

If I’m forced to play Training stage on each online match that is a 100% deal breaker and I will return my new PS4, PSPlus and change my LE preorder to PC, simple as that, and use the cash to get a graphics card for my laptop.

This is totally unacceptable, Xbox 360 version of 4 had none of these issues.

I played on both ps4 and PC during beta 3. I don’t remember any stage being laggy on either system. There was lag sure, but nothing I could consistently point to any stage.

I never encountered stage specific lag unless I was on pc infinite beta cause my pc sucks. It’s possible you was playing a pc user and they couldn’t handle the stages other than training (like my laptop).

Ahh that makes perfect sense. Also matched my suspicions and speculations in another thread.

The Waterfall stage would usually take the longest to load. Particularly between PC and PS4 players.