Net code discussion. Rollback confirmed!

I dunno why this is hard to grasp.

Im running verizon fios 80mbps upload so that probably helps a bit. Some of these guys have to be playing people on wifi with like dsl worthy upload speeds and downloading shit in the background while having to send info to out of the way servers to be having these problems.

Either that or PC toaster and alt tab issues.

Compare this game’s netcode to Rising Thunder’s netcode. The share of unplayable matches is waaaaaay lower in RT. The chance for short skipps and hopps is also way lower. We are talking about maybe 2-3 problematic fights in a 100. There is no one-sided latency in Rising Thunder. Europe and East Coast can get good matches. That game might be dead or whatever it’s current state is but in the end it’s an indie company that got a way better netcode into their alpha stage product. This is not about the connections of the userbase, it’s about how the game handles okayish connections and packet loss (wifi). Rising Thunder (and Skullgirls) are the living proof that it’s definitly possible to have a netcode that can compensate for a lot of shit at which SFV fails horribly.

What’s even more problematic is that some people have a really high share of good fights while others have a really low share - with really similiar connections and router settings. I don’t know how Capcom is doing this but it needs to get fixed asap.

This and how matchmaking and raitings function are probably the most frustraiting thing. The ranking system is broken and having a good share of bad connections that are like rolling a dice makes consistent climbing hell.

Haven’t turned the game on in nearly 2 weeks. It’s been a good time. :slight_smile:

Well they’re using the true rollback netcode from the Cannons themselves so it’s bound to be a bit better. I just personally am not having the same problems playing against most people online. Even 4 bars aren’t bad and still better than what yellow bar would have been in SFIV.

Like I said before, Killer Instinct had problems at launch too so it’s something that will most likely get shored up over time as they plan to use the netcode to have online tournaments be pretty viable. They’re making their own netcode so it’s bound to have more hiccups than GGPO. I’m sure MKX’s netcode isn’t as consistent as Rising Thunder’s either.

Aside from that weird alt-tab thing that supposedly makes the other person see the teleporting, I think the biggest issue isn’t the netcode, it’s the matchmaking. When setting it to 5-bar only it’s a crapshoot. 1 match can be flawless, and the next is the laggiest shit ever.

Im having a lot of problems with the netcode so far. It does not calculates the rollbacks correctly.

Sometimes I can play with 90ms of RTT with zero frame loss/rewinds for both players but most of the time one or both guys gets some ridiculous rollback. When I play with the people near me (10-15ms) I have to recreate the match like 10x to it finally start with no rollback for both players.

I didnt found a pattern so far. Any of you guys noticed why sometimes it works correctly and sometimes its a mess? Im pretty sure the problem with the code is something serious because capcom is aware of that since day one of beta one and didnt change anything. Id like to at least know what confuses the game in order to make him to calculate the rollbacks so badly, so Id try and avoid that while capcom doesnt fix the code.

You should keep in mind many of the SF5 matches that look smooth to you, are a teleportfest for your opponent due to the way the game lopsidedly assigns rollback.

Has anyone tried playing a set of matches against someone and both people record it to do side by side comparisons?
It seems to me like the connection is desyncing and one player is constantly rolling back to try catch up with the other player, instead of both players rolling back to the same point.

I dont understand this, yesterday i played at least 30 casual and ranked matches and i think i had maybe one lagy match. Today, i didnt have single match without lag even when i set my connection status to 5. Sad puppy right now, really… :frowning:

This.

SRK member: “My matches are perfect.”

Their opponent is in reality lagging and plays ineffectively. This same opponent loses and then brings up the match specifications and results.

Same SRK member: “Most of these matches are easy, still have no trouble with the connections. You guys/scrubs just need better internet or shut up HAR HAR.”

Even weird to point out the fact that the player “AHEAD” of the game will be the one receiving most of the rollback troubles.

I just hope they fix this. I can’t tolerate RNG based rollback.

It’s dependent on the connection. It’s quite possible for both players to be playing near rollback free.

I’ve been able to tell on certain occasions I was definitely ahead of the poor player I was playing against, but most connections don’t feel like that. My opponents are doing hitconfirms, blocking well, jumping fireballs on reaction etc etc.

I also know that my opponents have noticed when I was behind and used that to their advantage to kill me quickly… Probably just wanting the unfair match over with.

You have a point that this COULD be happening in a lot of my games… But there’s no proof that it’s happening in a lot of my games.

The being ahead thing is usually the guy with the best rig and has to teleport backwards becaus of the guy using the toaster.

My rig isn’t the best, but it’s a GTX 970 ddr 4 8 GB ram i5 @3.5 ghz

So it ain’t a toaster.

It is annoying and makes me not want to play the game as much when the lag is completely one-sided.

Most of my matches in the past two days have been either extremely laggy or lagged whenever a hit would occur, so I couldn’t react to shit. Really makes me not want to play online at all.

No joke the online was perfect for me the entire week the game launched. Then that first weekend after they did server maintenance it’s been shit ever since. Even friends I was inviting to battle lounge and having great matches with before are now unplayable teleport fests. The problem is anything but people’s Internet connections. Even in the betas I was having inconsistent results. Beta 1 was rocky because of obvious reasons but once they sorted it out it seemed to work for the most part. Beta 2 was perfect. And then all the other betas and stress tests ranged from either 50\50 to flat out unplayable for me. It’s crazy that, at least from my own experience, that the game’s online became progressively worse from each beta up until launch. I can still play anything that’s not a Capcom\NR game and get great connections online for the most part.

I feel the opposite way. My overall quality of matches has improved greatly but the bad matches are basically unplayable due to one-sided rollback and players teleporting around the screen and such.

Otherwise I agree on all points. Especially the character select, what a fucking hassle.

For the most part, I agree. SF4 gave you lots of options when playing online. You could play someone random or choose/search for people easily. Not only that but you could see what their supposed connection was beforehand, which was really nice. Plus before you even went to character select (something you can’t even go to in SFV), you could leave if it seemed their connection was unstable or just decided not to play them.

I feel they took away everything in SF4 (online-wise) and made everything but the netcode worse. At first I thought the ranking system in SFV would be better but it seems almost no different than SF4’s, just without character specific points. Even the bronze, silver, etc. rankings seem no different to me than D, C, B, and A ranks in SF4.

I do feel SFV’s netcode is better though, despite some of the hiccups early on. Everything else just seems like a hassle. I feel like if they just took pretty much everything from SF4 and just changed the way it looks and improved the netcode, it would be close to perfect. Or at least way closer than what they gave us. Thankfully, they can still improve it and I hope they do.

You’re forgetting the best part of Street Fighter 4.

https://youtu.be/rdKB-6ueD4o

Gonna be honest, this game has mediocre roll back netcode. Even 5 bars has crazy amounts of rollback most of the time. Every move might as well have 1 frame of startup it’s ridiculous. There’s like no in between. Either the connection is good with minimal amounts of roll back, or it’s a jittery mess. It’s the latter 90% of the time. Whereas in KI and Skullgirls, it’s the former.

I will say the netcode is better than SF4. Atleast it’s not UMvC3 levels of shit I guess.

When the connection is gd its better than SF4 but rollback netcode was a bad idea. Other than that i agree with everything u said

Yes, that’s right, I’m commiting heracy against the cult of SFV. Going into SFV one of the things I looked forward to the most was an improved online experience compared to SF4.
Not that SF4 had a bad online experience but there were room for improvement. Sadly I find SFV’s online experience to be worse in every regard.

The matchmaking system doesn’t work very well and there is no option to go and search for an opponent on your own, an option you had in SF4.
The ranking system forces you into playing 1 character even though capcom stated that they wanted players to play multiple characters.
The PP BP system was much better in this regard, you could play around with different characters without messing with your BP.

The actual netcode has so far given me more bad connections than I had in SF4.
I think that SFV’s netcode is probably better for someone with bad internet (although I’m not sure), but for someone with a good internet connection I think it delivers a poor experience.
The load times before and after a match is also way too long, it’s not fun having 2 minutes of down time associated with every match you play.
And finally everyone knows about the rage quit problem, so no need to go into that really.

All in all I find the online experience to be a huge disappointment.