If this game launches on PC without a benchmark I wouldn’t blame the PS4 players for going PS4 only.
There’s nothing stopping people from putting everything on high on their laptop, going online and ruining their opponents’ day.
If this game launches on PC without a benchmark I wouldn’t blame the PS4 players for going PS4 only.
There’s nothing stopping people from putting everything on high on their laptop, going online and ruining their opponents’ day.
i have my battle settings set to ps4 only right now and it’s still giving me pc players lol
So far it’s been pretty good for me, but I’ve only played a few games
Don’t forget USA infrastructure is pretty shitty at some points so you might just be getting routed through an ass of a node.
We don’t even know yet if the game uses fixed framerate or not.
I had a couple of games where the cinematic at the start was lagging like fuck and as soon as the game started shit went smooth as silk.
The only problem I’ve noticed so far is with lagging players. Seems like people with poor latency drag you down and dont feel the teleport lag at all.
I’m talking with some friends and there are some strange issues, sometimes 1 player is playing perfectly and the other sees teleports everywhere.
Yeah sounds like a desynching issue. Killer Instinct used to have that problem also.
Hilarious how everyone assumes when they have a bad connection the opponent is using wifi. Didn’t realize we had so many psychics who play SF5.
Man the connection settings really don’t mean shit. Going straight to ranked match and setting it to 5 only\ps4 only and I’m still getting shit connections against PC players.
I never liked roll back, SF4 did it right and mostly only people with bad connections complained.
I had a very positive sf4 network experience. this game, and 3rd strike, bad connections = teleporting. As to where SF4, just added some controller delay.
Now whats worse, small delay to react to a jump, or react to a “jump” thats on its way down from the start?
Lets not even talk about when someone goes for an SPD/720, shows the character jump back and you get caught with a super.
Idk… it’s just visually a problem. What SFV is eventually going to make me do is cut down the players that I play online and just sort out who I only play, especially if there is no delay option similar to GGPO (someone on a character forum plans to do the same thing, so I know I’m not alone. My training partner probably doesn’t want to bother playing online period seeing the teleports… wish I can convince him to do what I’m doing).
If more people think like this, it might affect the public online community. Okay… I wouldn’t know personally. So question, did SFxT online felt like this in endless lobby searches… as in, was the endless community dead, but invites were still ongoing if well acquainted with friends so that it was partially active?
As of now (seeing there is no ping searching or delay settings akin GGPO), there is no way that I’m going to be browsing around ranked often or endless and playing through teleport matches, and turn my visual brain off of what makes sense (Jumping Attack whiffs, well apparently it shouldn’t be out at that time in a real match… apparently this is legit and much more insightful to see this than delay netcode where it shows it visually… yea sure it’s not like delay suffers the same thing, only that IT SHOWS YOU that it missed.) Perfect example for this is even with @“DevilJin 01”'s video:
https://www.youtube.com/watch?v=InNvkY3LHIc&feature=youtu.be&t=23
Like this Jumping Forward whiffing (if timestamp doesn’t work, t=23 or 23 second mark), how is this considered fine to see? Like, rollback and delay are both guilty for potential input drops sure… but for me to see an attack come and miss like that and debate whether it wasn’t supposed to hit at all because of game alterations makes me cringe so hard. Reminds me of Mortal Kombat: Deception or MK vs DC online where the game literally changed it’s own frame data to match up with the online delay… which sure is a completely different comparison literally, but the feeling of something NOT showing as intended if you were to actually “replay” the same match as is the case in SFV is still there in similarity.
You know what else is going to be fun? Seeing teleports all over the place on Twitch. No matter how much I like and think about SFV constantly, that would be a big problem to see. Did this attack hit him? Oh well no, apparently this happened instead. How could the player change his timing? Answer, you can’t. How can the audience learn from this? I don’t know.
Do people really toss their learning capabilities away when playing online or something and just say “Oh well, I’ll watch replay. That’s for sure how I always learn 100% how to play SF.”
Shortening this dumb, huge passage of writing TLDR: Going to be playing rollback, but only with specific players. I will barely/hardly ever use or create public lobbies if none of the custom settings of delay/ping options are available at launch.
At this point I’m finding it almost exactly like sf4 online. I hardly get any teleports but what I do get is delays and slow down. Or even just things magically wiffing through my opponent while they’re supposed to be punishable. I can’t even CC missed uppercuts because of this. Overall it’s hard to tell if the netcode has even improved at all over the past 6 months. I can already tell that this is a game where I’ll most likely rarely touch the online modes.
I play on PC but I don’t see any more problem against PS4 players, it doesn’t seem like the crossplay is the problem.
The only difference when I play a PS4 player is that the white screen before the game last forever. (they did improve it tho, because I feel it was way worse in beta 3).
On the other hand I do have crazy unplayable games on a regular basis even when setting my stuff to 4-5. Rollback is really a nerve breaker too, you see that you hit you confirm but no you didn’t and you get screwed.
Also played against a Rashid player where I didn’t understand shit the first round, almost got perfected. Round 2, I was not lagging and I almost perfected him (so I guess he lagged this time?) and game 3 I started lagging like crazy again.
When I am saying regular basis I mean every 5 or so games, so pretty often. In the previous betas I lagged maybe 5 games overall and the lags were managable, not like now.
I’ve never experienced SFIV delay type of lag tho.
SF4’s netcode sucked, too. Input delay could get really bad in that game. That was a game that if you were experiencing input delay it could be hell to even confirm basic BNB links you do offline everyday without thinking.
It got to the point where I would just put my stick down and let them finish me because why even bother when everything I do comes out too late? It’s crazy because during beta 2 I would say like 9 out of 10 matches were great connections for me. Now it’s the other way around. And I mean like not every match is underwater. But I do get tons of delay. Especially during moments when it matters. I just had a match where Bison wiffed his super and I used Laura’s command dash to get in closer and punish with standing fierce and it completely went through Bison. Also had moments where the Bison was also obviously trying to walk up throw with his slow ass and I would have my cr.mp pass through while I got thrown on recovery. Shit is infuriating. Lol
Which is funny when comparing netcode use of SFIV and SFV. Rollback seems to get the notion for helping out execution as a big positive over delay.
Only one problem with that in SFV. Execution is actually really easy in SFV.
So, what other positives do rollback get? Otherwise, I actually feel rollback would of been more fitting for SFIV, but not so much for SFV.
At least in SFIV, there were heavy execution requirements where certain players probably did rely more on visual cues rather than muscle memory (I’m mixed with both, but I think I rely more on muscle memory). I could actually agree with players that would want rollback in it, because there are couple unplinkable (except select plink) links that would really be helpful on rollback.
In SFV though? It really doesn’t matter… since all the workload for the execution barrier is usually based around critical thinking, not necessarily the difficulty of performing the combo itself.
Rollback is waaaay better. It’s just THIS rollback that is kinda shitty.
This is the shittiest rollback I’ve ever played in. That combined with a game that in many aspects makes no sense, is exacerbating.
But stating that “rollback” on the whole is worse than input delay will get you nowhere when we have great examples of rollback working VERY well:
Ggpo
SG
KI
Hd remix
3soe
Mvc1
it’s just that capcom rollback on this game is ass. It’s the first time they’ve used their own rollback code instead of ggpo (except hd remix but that was a different dev or something I think)
Today I’ve had like 13/13 good matches.
Agree somewhat… at least since the only games I can attest to is HD Remix and GGPO (ST and 3S)… although 3S I got more problems in the long run for rollback similar to SFV… but it was manageable due to the process I will likely do in SFV, sorting down players that I know with good connections.
ST on GGPO and HD Remix, however, completely goes with what you mentioned. I actually can’t recall a single game or match where I literally want to just pull the stick away from the USB port and stop playing. ST and HD Remix were absolutely PERFECT in connection, even against players very far away.
Then… I play SFV… and while some matches are really good… man, the bad match-ups really don’t make those good matches feel worthwhile at all.
I think you’re just worried about the idea that they haven’t optimized things. That video you pulled isn’t really the best one to pull since I’m sure I was legit playing someone from Japan. That was going to be rough almost no matter what. Either way at least the game was moving at a decent speed. If I was playing that guy in SFIV the game would have felt like you were underwater. At least the characters will move with rollback. It could be optimized to be better, but it’s not going to be like playing someone in America or Europe no matter what.
I’m definitely playing people across the US and in Europe with much smoother connections than I ever had in SFIV. In SFIV those would have been 2 bar people with slushy lag. No way you can convince me otherwise. This is where we should go and it just needs to be optimized.