Laura has to be the worst character to play against in this rollback bullshit. Like seriously. Half a screen away and half a second later teleport to command grab.
I’m actually doing alright with the netcode; I have played against some people with very suspicious bouts of lag at certain points; those same people ragequitting before I get credit for beating them. I honestly think Capcom spent too much time trying to reinvent the wheel for new players and not focusing on keeping a solid online play going; doesn’t seem to be punishment for DC’s and the matchmaking is almost a complete joke; I’m ranked at about 10k, why do I get matched against people ranked under 1k or over 20k? I’m probably just being bratty, but I recall ranked with “Stronger than me” or “Same as me” which worked great.
Dime_x: yeah, I think 2f i usually fin, and the ggpo article estimates 3f as fine
Here’s what’s happening, as confirmed by various people who have dealt with successful rollback implementations:
One of the reasons why rollback netcode can tolerate high lag is because from a strictly technical standpoint it doesn’t need to be time-synchronized at all, it’s an asynchronous model. It rewrites the past, essentially, and the teleports are the timeline being rewritten just like in Back to the Future so that in the end both players have the same match result.
That means it would technically work even if one player were ahead of the other by, say, a full second. The problem is the second player would be in the past and be able to rewrite the present, like Marty McFly erasing himself by seducing his mom. That is exactly what is happening here: the players aren’t time-synced so the player that’s ahead is getting constant retcons from the one who’s late. What the alt-tab manipulation does is induce lag to the game so you can get behind the other player time-wise.
It is, as its core, a rookie mistake: just because the netcode doesn’t need to be time-synchronized from a technical standpoint doesn’t mean it shouldn’t be from a gameplay standpoint. Had they used GGPO, for example, that wouldn’t have happened because it already accounts for this (it’s called frame advantage in GGPO and the netcode ensure no player stays more than one frame ahead), as do the various caster programs. Though it is an easy error to make, it’s documented in all game rollback programming articles.
Thankfully it’s not a big fix, if they can listen to the multiple people who have already identified the problem.
People are just new to what happens when you have laggy matches in rollback.
When you have a good connection in rollback you don’t want to go back to the other delay. Like not at all. Was playing a match with Viscant yesterday who was clear across the other part of the country and not one tiny hiccup. Everything felt like it was coming out on nearly the same frame it would offline. Maybe a frame or 2 off at worst.
Even against my other west coast friend who doesn’t have as strong internet, I like things coming out around the same frame even with the rollback hiccups. Just what I prefer over the slush. I hate slush.
yeah, but it’s also true that the lack of time sync makes rollback a lot more apparent than it should be. Once it’s fixed it’ll be a lot smoother for most people.
Of course we don’t. The issue is getting this consistency along with reliable server efficiency… which so far has been a disappointment (in comparison to my experience with ST on GGPO… 3S on GGPO was meh but maybe delay variation had to be changed).
The idea of having Alt+Tab as a metagame strat in ranked (technically “just defend” against someone with rollback is really good too… more online meta), being a PC user, is infuriating. It’s only making a player like myself rely more with battle lounge matches. With all the trouble I came across, I’ve only done 3 ranked matches (in comparison to SFIV and HD Remix launched where I played lots of ranked matches and PUBLIC endless lobbies), and two of them were typical bad rollback connections (and yet, displayed 4-5 bars on the confirmation screen before accepting the battle), and one match were it fluctuated from good to terrible. Strangely enough, the battle lounge matches were perfect outside server troubles, and the players I faced were rather far.
Killer Instinct had its troubles too at launch with the rollback. Desynching and such. Skullgirls did too. It’s a process.
Matchmaking is another thing, but with time that’ll get shored up also. You don’t even want me to list the matchmaking issues that went on with KI. I could go on for a while. I just play ranked as a quick way to play a lot of different people quickly so it doesn’t bother me. The rage quitters invalidate the rankings for the most part any way and it’s amazing that the top 5 players are/were actual top players despite all the mess.
At one time it did sound like you were ready to go back to input code. Just saying LOL
I do really hope Capcom doesn’t drop the ball and continues to work on the netcode. It is very much in beta performance-wise.
A friend who lives in the west coast that I play with is unbearable to play with in SFV. Yet he is perfectly fine in any other game for the most part. He is one of the heavy inducers of desync. For him, the game is running perfectly smooth, while for me, and all the other people I know who play him, it’s an unbearable mess.
They do absolutely have to fix the desync. Lag is whatever, you’ll have laggy matches, but I can’t cringe enough at the notion that I’m seeing something someone else is not, be it in my favor, or not. I’ve encountered it quite a bit, and it becomes especially present in the second round, I find, as someone slowly creeps ahead.
Man, all this talk about Desync, am I playing Path of Exile before lock-step all over again?
The netcode isn’t bad, but the matchmaking sucks. I could set it to 4-5 bar only and get connected to people in China. I turn on confirm and it says 4 or 5 bars too. Something is really wrong with it.
Also, PS4 players seems to be laggier than PC on average in my experience. Probably because they use wifi more.
I went online for the first time last night and did a search for lobbies and literally 3 of the 20+ matches showing had a bar display showing the connection - the others didn’t have any indicator, so do I assume those are 0 bar connections?
For the average user who is more familiar with the “Wifi signal strength”-symbol than “ping numbers”, the bars are better to illustrate the connection with the other player.
No, you don’t. It is most likely just a temporary issue with the service.
Connection meter needs to be updating before accepting the game. Its annoying to find “5bar” match only to find laggy mess. Even sf4 bar updates If you wait a while.