I’ll give that, to the uneducated, variable delay netcode (SFIV) looks better because things look smoother. But once you have an idea of what’s going on, you’ll realize that rollback is much better simple due to the fact that the amount of delay remains constant throughout the match, making things feel much, much closer to offline.
Enabling
• TCP: 80, 443, 20002, 30840, 30850, 30870
• UDP: 30840-30859, 30870-30879
Did not improve anything. It’s on you Capcom.
I try the alt-tab trick to see if it makes me lag less, but so far it hasn’t made a difference. Has anyone verified that this actually works, or are we just going along with what we saw in a video?
Indeed, but I’d rather have the option to choose my delay, as well as an offline delay option to match.
@Foolinfection
I don’t know man. apart from the matchmaking and ranking system servers shouldn’t even be involved in matches. so unless they actually changed something in the netcode they shouldn’t be any difference if other parameters like connection to your opponent are the same.
of course not. opening ports only helps if you can’t connect to the server or find matches in the first place. if you can, opening ports which are then already opened by request of your system is redundant.
Idk either. All I know is that after that weekend things went to shit on my side. I don’t claim to know how their systems work. I just know that pre-server maintenance = Great.
After = Unplayable mess.
Whatever the problem may be, it definitely has to do with either the servers, the netcode, or something in the game itself.
To even clarify, the people I played casuals with online live close to two hours away and during launch week they showed up as 5 bar connections and actually did play like such. After the maintenance they now show up as one or two bar connections and play like shit. Then going through ranked or playing randoms casually in the lounge always connects me to people in European,African, or Asian countries(I live in western Kentucky,USA). And the game will show these players as 5 bar connections while the actual connection quality during the match is no different than the terrible one bar matches I get against my friends here in my own region. Something is terribly wrong here and it definitely has to do with something on Capcom’s side as this doesn’t happen to me in any other game.
Ok, i got disconnected from last 3 matches, im done for today. Hope i dont get penalized or something… idk
Edit: Actually im gonna spend rest of my street fighter day in training mode… gg
Played about 4 ranked games earlier. They took about 1 or 2 minutes to find a match and only ran into one laggy teleport guy. Fought one guy with a Mexican flag and the match played pretty flawlessly. Which is good considering in SFIV you were bound to have a terrible connection with anyone in Mexico. Granted, because you can choose your own flag he may not have actually been from Mexico.
I’ll probably do another test of 10 or so ranked matches and let you know the results.
Ranked in this game is painful. Three minutes between matches and 50% rage quitters.
some people must just be unlucky or maybe its because you play higher rank than me. In 100 games I had one person rage quit against me… .__.
Online absolutely does not compare to offline, regardless of how awesome the netcode is. Rollback is great so you don’t have that much input lag but regardless of the netcode, you’re still going to have to play differently online than offline. Online requires you to put more focus into looking for fewer options, whereas offline you can spread your mental resources more thinly. It’s a very different style of play.
It honestly feels “the same” as SF4 except its a lot less frustrating because my SRKs come out when I hit the damn button. Except this time I’m SRKing people who are teleporting into their jumps sometimes. It’s kind of a wash but I much prefer rollback, obviously. Part of the reason I liked DJ so much in SF4 was that godlike AA special. Auto corrects easy, can hit is early or late; it didn’t require the precision of timing an SRK does when dealing with crossups or weirdly spaced jumps that you aren’t prepared for. DJ was kind of anti-bullshit in a lot of ways but he sure suffered for it…
That’s the end of my blog post.
@AceKombat I’m using HDD no SSD. 8 GB Ram, 4.4 i5, 970, the rig is solid. I think desync is mostly caused by hardware deficiencies. A lot of people seem completely okay with cranking their graphics to the absolute limit where stuff lags during super animations or even during round start but then it’s “alright” during actual play. Those machines are probably getting a lot of small hitches and frame drops here and there during hit graphics or special attacks that are causing them to fall behind and create a desync. Same with the PS4, that thing is calibrated to a razor’s edge, it can barely maintain that 60 FPS but shit, it does it.
Hopefully the patch in March fixes the netcode issues. I honestly don’t expect Capcom to broadcast that their netcode is unfinished. I just expect a quiet fix that is offhandedly mentioned at the bottom of a patch note list.
Makes sense that specific computers will not receive a drop rate in comparison to PS4 (my setting are at max, and no FPS drops were observed). I was under the impression that using an HDD over an SSD may produce different results in rollback, but there has to be a lot of things to take account of. Plus, I think the screen before the gameplay starts is all synced properly… so now I’m thinking it shouldn’t be that.
I’ll just wait (and have hope) on the March update.
Its so damn frustrating how long it takes for this fcking game to connect to a match
They need to implement someway of turning off the CFN when it’s not sending results. I doubt it’ll happen though.
Rollback style netcode is great when implemented properly, but SFV can’t even keep both players in sync a lot of the time. The extreme one sided rollback stuff that everyone experiences at some point is proof that it’s broken. And Capcom still hasn’t acknowledged it.
The silence is becoming more frustrating than the problem itself. It’s been out there on display and discussed far and wide for weeks now, and still nothing.
Yeah it’s crazy. Even crazier that people want to have a character select in matchmaking on top of the already ridiculous load times.
Sometimes when I’m matched with a PC player, during the character opening intro cinematic starts stuttering, this basically means the pleb is alt+tabbing.
Fix this sh*t Capcom, for da e-sp000ttzz
Ps4 to PC is a shambles. Don’t bother with it. Unfortunately during peak hours there’s 5 PS4 players that play this.
I think its players on Wi-Fi that are causing the lag problems honestly.
Also players who have weak internet speeds and are streaming their gameplay at the same time.
I played this streamer earlier and it was so laggy.
How is it that 3SOE had pretty competent rollback netcode in 2011, HDR (from what I hear) had good rollback netcode before that, and since then we seem to be moving backwards? Is it really harder to use actual GGPO netcode on 3D models or is that something Capcom made up?
sf5 netcode is like when your dad says “you don’t need a new bike, I’ll just build you one on my own.” then as you’re riding down the hill on the bike he built you, a wheel suddenly comes loose and you fall off and die. because your dad actually sucks at making bikes.
I have a fast connection (pc, ethernet, 350download, 20upload speed) and even though I only set for 5 bar connections, I can feel the movement “stop and pause” when I’m rocking back and forth during the match. It feels like you’re playing ‘underwater’ at times or sometimes during the entire match.
Does this happen to others as well? GGPO movement always felt smooth, and at the worst of times would teleport back and forth not feel like inputs are desynced by a half second or so…