The creators of GGPO helped advise for the netcode for KI and its definitely among the best. I’m sure no one’s mentioned yet since not many people here probably have the game, but along with Skullgirls it’s really up there.
After KI there is no excuse for SFV to not have GGPO. Capcom already showed that they were trying to move towards rollback netcode with SFxT. Expect them to have GGPO or their own rollback netcode by release.
I want this, I also want the PC version to be written in OpenGL so that there’s a possibility of a Linux version of the game, thus eliminating all dependency on Windows for me.
I’d be happy with one of two, but I’d really love to see that all major OS’s on computer get supported.
Anyone who thinks SF4 has good netcode, I want you to do an experiment. Play about 10 matches of SF4 online, preferably against at least 5 different people who all have green bars. Now try to pick a character whom you’ve used offline but don’t play with much online, and use that character for all 10 matches. This step is pretty important, because your muscle memory has not yet adapted to online play with that character, which will minimize the risk of inaccurate results. Try to remember how hard doing simple links and reacting to jumps/whiffed moves is.
Now go download GGPO and your favorite old game (I’m not sure if 3S works anymore?). Now play a few matches with players who have <70-80 ping preferably. You will notice a world of difference between how responsive it is compared to SF4.
So the feedback on the input delay based netcode just came in on KOF98FE on steam.
As expected, its horrible. Worse than UltraSF4. That bad.
If you really really love SF, for the love of all that’s good and holy, demand rollback for V.
I cannot stress this anymore emphatically.
Threaten Capcom with either rollback or no purchase at all of SFV.
Its the only way.
I’m serious.
p.s.
As for Capcom
Shame on you Capcom for asking for $29.99 for a completely broken game. Not even for $1.00 bros.
I recently read on capcomunity several people defending the sf4 current net-code. 1 person was from Japan and said we should demand better quality out of isp’s. Completely ignoring the fact that GGPO in Japan would probably be amazing as for most of the world. How many more ignorant people are there?..
as stupid as it sounds, there is a very large vocal majority in the FGC that see’s no problem with it. As an apparent loud voice if it were truly a problem, everyone would be asking for it to be changed and I think capcom interprets it like that. I think megaman not being in umvc3 probably raised more awareness than GGPO ever has as far as community concerns go.
there only seems to be 1 solution to something like this. The topic has to transcend casual market opinions. Capcom just has to say its one of the most important things and has to be done right this time. Listening to the “community” is hurting the bottom line on the quality of the game. I’ve seen it happen for a decade and I can even point you to the threads.
as a community though, we could start with front page articles highlighting how important roll back is for sfv. I think that is step 1 on side stepping the casual market opinions.
I completely believe this is from the user end. USF4 on PC is a terrible experience compared to the Xbox 360 version cause some of these players are either torrenting porn, have their mics on, little sister is on youtube watching music videos and ect… These idiots dont understand how the internet works at all when it comes to fighting games. Its really is annoying. The people that play on the PC version complain that its dead compared to consoles when it comes to population. All I have to say its completely their fault, get your shit together.
As for SF5 netcode, give me whatever you did with SF4 and just make a more enhanced up to date version. GGPO rollbacks can get a dick.
Thank you for your opinion. We hope to hear your other ideas on how to hold the fighting game genre back.
I’m sorry, but I’m sick and tired of people who obviously have no idea saying that netcode that changes the amount of input delay in the middle of a match is acceptable for a fighting game. You’re basically saying that you’re fine with netcode that slows the game down and messes with your inputs in the middle of a match. There’s a reason why GGPO and rollback netcode in general was developed - because the kind of variable delay netcode you see in SFIV is flat out unacceptable.
I’d rather have a game stuttering than see characters teleporting on the screen, and I rarely see SFIV stuttering when both players are only using their respective connections for the game.
Keep in mind that I play on PSN, live in Brazil, a gigantic country with horrible internet and I know a lot of players that are used to play offline and can play online decently with me.
My terrible experience with HDR and SFxT led me to believe that it’s best to use the SFIV netcode than those two.
The mere fact that Japan can have pretty good online tournaments is proof enough for me that the netcode in SFIV works.
Or you could freaking set your delay right based on your ping to your opponent and not have to worry about rollbacks unless something major hits your network.
I’ve played online across the Pacific on some slow ass internet from the Philippines to the United States on games with rollback code and haven’t had issues.
The thing about rollback code, once you’ve adapted to whatever delay you’ve set, the game feels almost like offline. That’s why we keep insisting that fighting games use it.
“set your delay based on your ping to your opponent”… Do you see the problem here?
I’m a programmer and an IT guy, but 90% of the people I know that play videogames wouldn’t have a clue about what you just said.
Someday people will realize that most games aren’t made for the aficionado, I think that “regular” players prefer colored bars over weird numbers and a game that stutters every once in a while than a game with weird behavior like characters teleporting on the screen (on my first time playing HDR online I was really surprised by that) or sound glitches like SFxT
Not to mention that most of the SFV players will play the game over wireless connections (most of the time is the most convenient way to hook up your console), will choose big TVs without considering how much input delay it has, will play using sound systems / HT that add delay to the audio and will use the default wireless controler.
If all you want is to have a little fun online, SFIV netcode is good enough. If you really, really that worried about playing the game as perfect as possible, you’re most likely playing offline anyway.
I would wager he’s the type of person that would rage about games taking frame rate dips mid game play, and then he would go and defend input delay netcode, when they’re effectively the same experience.
For everyone saying input delay based netcode is ok, you’re pretty much arguing that, “Street Fighter 5 should run at 60fps, but it’s cool if it dips to 45fps or worse for 2-3 seconds mid match”
Anyways, I listed the reasons I dont want GGPO in my original post. Most players dont know how to play online or understand how things work for a proper connection. SFIV netcode works better because of this. If you want perfect gameplay then stay offline.
Thank you for your opinion. We hope to hear your other ideas on how to teach us, Fighting Game Developers, how to properly make good games and have a profit. We already contacted MikeZ and all the SkullGirls Team, since they made such a successful product.
Geez, no wonder GGPO and SkullGirls fans usually are the same people… you sound like vegans, trying to convince the world that you’re righ and everybody else is wrong.
If rollback netcode was so obviously superior without any possible drawback, you’d think they would all be using it by now, right? Or maybe Capcom is just evil and wants us to suffer without any other reason…
Ah but here’s the genius of it all. If we get real ping numbers and rollback netcode we can avoid those people that don’t understand how to make things work properly and are still better off than doing the same thing with input delay because we have a better underlying framework to begin with. We shouldn’t have to cater to the lowest common denominator. And maybe the people that don’t have their shit configured properly will go out and learn something to improve their user experience or get sick of the teleporting characters and people not accepting matches with them and give up playing the game online.
I would of agreed with you in my younger years but now that im older more experienced this is a bad way of conducting business in todays high budget titles. Creating a AAA title on those levels of budgets you have to cater to everyone for your product to be successful. I dunno about you but I personally would love to see the continued growth of the FGC. If you look at EVO tournament pre-09 it looked like it was being done in some underground back alley as if it was an illegal activity compared to whats going on today. Capcom needs to sell this game to everyone, not just the 10 elitist that require GGPO or bust. If you think SF would be as big as it is now if it had GGPO as its netcode with those rollbacks and how people treat their connections? I dont think so. Skullgirl has GGPO good for them, yet no one is playing that game. They need to look at a netcode that works in JP, NA and EU. Not what Burnyourego and D3v requires cause in the end SRK.com alone cant fund this title.