Net code discussion. Rollback confirmed!

Sad…just so sad. Obviously people who come on a forum discussing a future unreleased fighting game are hardcore players. That so many of them are so ignorant as to think SF4 is fine, that GGPO would make it worse. The amt of stupidity in this thread is frustrating and discouraging.

Read this again, you don’t have to take anyone’s word for it. It is easy to go test for yourself. Then you will learn the simple truth of how garbage input delay netcode is compared to properly (NOT SFXT!) implemented rollback. I’m just assuming those who think input delay is fine, never have played fighting games offline, don’t know what they are talking about, and essentially should stop posting until they learn.

I fail to see how playing matches with that underwater feel of input delay in a crappy infrastructure is any better than playing it with rollback jumps in the same said infrastructure. Either way if either gets bad enough it’s unplayable. Sure rollbacks may be more visually jarring but at least it reverts to the last valid inputs between both players.

The Skullgirls point is irrelevant. If people aren’t playing it wasn’t hinging on the netcode, Skullgirls and SF are not on the same tier of notoriety in fighting games. SF sells because it’s SF. Online isn’t the defining factor for SFIV’s success. It’s the fact that it worked the nostalgia of a crowd with fond memories of SFII, supplied an online environment yes, but then those people started going out to events. People that play online only are more than likely to be the ones at home watching EVO than attending.

Rollback netcode would make online matchmaking actually useful and comparable to an offline setting.

What the fuck is this arguing about a worse netcode being better than a better netcode because people are stupid?
I feel like I lost iq reading through this thread.

If you think SF4 isnt successful because of its online then I have nothing more to say. lol

If you think input delay is better than rollback then I have nothing more to say. lol

rts\fps\mmorpg all use it. The more successful esports require it as fundamental backbone of the scene…

The reason capcom doesn’t use it is because “people” like yourself keep perpetuation the myth that its good. Capcom can just point to it and say, look its fine because for every 1 person that says GGPO is good there 10 of you guys that says it isn’t. You guys are holding the community back. At least offer a technical perspective, not blatant retard attacks because you can’t muster an argument. For the record, I think skullgirls the game is ass. However, I can look past the game and look at the net-code and realize how amazing it is when people use it the way its intended.

implementing new technology is ALWAYS more costly. Capcom doesn’t want to spend the money to develop it to make it functional so they just keep repackaging the cvs2 style net-code from 2000. Its a business decision about money at this point in time, that is why it hasn’t been implemented.

What I’ve been trying to get across to them for a while now is if the game is amazing with amazing net-code, it kicks FGC closer to the lol\fps style games and potentially sell more copies. That is the biggest difference between all the other esports and the FGC, how online is handled.

fps\rts\LOL-mmorpgs all have bigger scenes than the FGC while coming into the esports equation much later. Biggest difference between us and them is net-code and how the community can interact online.

we’re not successful by comparison. In fact, we’re trying to reach our old numbers we had in the 90’s. EVO these days pale in comparison to a 10,000 man alpha 3 tournament. Last years sf4 numbers were 1\5th of that tourney. FGC has lost numbers due to bad online while all other competitive esport games have gained numbers due to better online. The other genres I mentioned have payouts in the millions have have had them for quite a few years. FGC has just reached 500,000…

its as clear as day and only someone who is blind to the way things have worked out can say the things you have said. I watched star craft, counter strike, league\dota, cod\halo all surpass the FGC in terms of being successful. They have more players, bigger esport presence, bigger pay outs simply because of how the scene can grow online.

There are some odd misconceptions in here. Firstly even with GGPO you can manually set a certain amount of input delay if you really want it. I saw someone say that the average person has no idea how that works. That’s ok actually because if you implement GGPO the way SG does it, at start of each match the game will recommend an appropriate level of input delay based on your connection.

Also, didn’t someone in here say that other genres adopted tech similar to GGPO long ago. If that’s the case, then I don’t see why we shouldn’t want our favorite genre to catch up.

Yes, because that’s what everyone is expecting to do when they buy a new game, to be forcedo to learn and do tons of research on network infrastructure and configuration so they can better setup their internet connection to play a videogame.

That or giving up on online play entirely, the only reason FGs have a replay factor for most regular players that don’t attend offline tournaments.

You will do great in the business world treating most of your consumers like that!

But what do I know, I’m the one holding back an entire scene because I’m expressing my actual experience

Those games dont depend on netcode like fighters do. Fighters will never pull in the same amount of players as those games. Its kinda silly to even compare the 2.

You are trying to use subjective experience to argue against something that is objectively better.

Yes it is indeed rocket science to figure out:

  1. Wired is always better than wireless
  2. Lower ping is better
  3. Don’t play against laggy Brazilians on GGPO. Hue Hue Hue

Burnyourego judging by some of the responses of the input delay supporters, those reasons may indeed be too difficult for them to understand.

I grew up in the arcades, before there was online fighting games…so everything was offline. I didn’t grow up with retarded input delay completely change the game netcode in SF4, so when I play that it honestly feels like shit. The difference is as noticeable as a punch to the face, nothing subtle about it, it is a different game. With GGPO it is mind blowing, cause it feels like offline.

Why anyone is fighting better netcode makes no sense. What is the negative? No more lag tactic abuse maybe? Or what? I guess if people are fed shit long enough they think it is prime steak.

input delay=propeller bomber plane
rollback=supersonic jet fighter

I agree, I’m just going to sit the debate on this thread out. This is getting senseless.

There is an actual debate on this? Anyone who has ever used GGPO knows there isn’t any discussion.

my friend, Capcom, SNK, and other fighting games don’t use rollback for one reason only.
cuz its Japan.
its not the artists, designers, and programmers that are against rollback at these japan based companies…its their old man bosses in suits who run these companies who DO NOT even play the games.
They could care less about the online experience since they don’t even play their manufactured games offline. They are too busy counting money and trying to run a business.
in their eyes, rollback=piracy.
its that simple.
that’s why they are extremely hesitant to implement rollback.
The devs know damn well how good rollback is.
But they haven’t been able to convince the higher ups to use it.
only us, the player base, the consumer, can convince them.
with our wallets.
Stop
Buying
Their
Games
That
Implement
Outdated
Shitty netcode!
And you’ll see good rollback and actually have ggs and stop having frustrating experiences online.

on GFWL AE12 I could play mexico from NYC but most times its extremely laggy.
on GGPO NYC to Mexico is like offline. Its godlike.
stop it bro. just stop it. Stop perpetuating myths that input delay is acceptable or as good as rollback. No its not.

Why?

Capcom has already used rollback netcode in other projects, including SF x Tekken where they tried to push it even though the consoles supposedly couldn’t handle it.

Now for those complaining about GGPO on shitty internet infrastructure, let me give you a real life example. I live in the Philippine, which for those who don’t know, has some really bad infrastructure. How bad, well to connect to my friend and play online, our connection has to go out of the country. Yep, I’ve actually done a traceroute on this and even both our ISPs admit that this is the case since one of them doesn’t want to play ball with the other. Here’s the thing, we try to play USFIV online and it’s flat out impossible to get a decent game. Slowdown everywhere and more often or not, we just disconnect. When we try to play Skullgirls however, with its GGPO rollback netcode, we can actually play matches with minimal issue. Yes, there’s about 7 frames of input delay, but the important thing is that doesn’t change throughout the match. More importantly, delay aside, the game still moves at the same speed as it would offline.

Now here’s what gets me, alot of you fools keep saying that fighting games are meant to be played offline and not online. Well, here’s a netcode solution that makes it so that playing them online feels almost like playing them offline, so WHY THE FUCK ARE YOU AGAINST THAT?

Crazy how everyone assumes GGPO with automatically make a game’s online godlike, i think i need to dive further down the GGPO rabbit whole, and really get to the bottom of this. Turns on 360 and loads up 3rd Strike Online Edition Turns on GGPO program on PC Be right back.

sfxt’s rollback was so much better than sf4’s netcode. if they can refine it even further, i’d be happy with something similar.