Net code discussion. Rollback confirmed!

This is true, but its still in a better state now than a lot of the other fighting games ive played online. If they are having the exact same problems a yeat after release, then yeah sure its a lost cause. Its just if you compare to other fighting games like KI and MKX it definitely took both of those games a year for their networking and netcode to be in the state it is now.

MKX needs no real mention since they said the netcode would br great and threw in their old NRS delay code for a year instead. No questions worst netcode in a long time.

KI had a lot of hijinks as well during its first year so im giving them their full year considering that’s what it took for the other games.

“There is no argument” is not productive, nor is it correct. There is an argument. Myself and many others in this thread have many many, relevant points. You can come down on the other side of the argument, but saying there can’t be one just makes you a fool.

As long as the core networking is solid, most everything else is just nitpicky. That’s not to say those minor issues shouldn’t be addressed at some point, but they definitely aren’t things that make or break the online experience.

but its not solid as you can see on examples like the one shown on page 24.
and without a simple message feature you cant even check if your opponent might had to bear some warpings or not while you
could play without any issues.

You can’t even make friends in this anti-social shithole that is SFV.
You gotta go out of your way and visit gaming forums to find sparring partners, because obviously a chatbox and chat channels are too much to ask in 2016.

Capcom expects something like that:

  • That was a good game!
  • Good game, Good game.
  • Let’s have another match!
    both end up lying naked in a bed smoking cigs

don’t forget that your CFN favorites list doesn’t show you who is actually online, and you can’t sort it alphabetically by name.

the online play in this game is a complete joke

LOL. The core networking is evidently not solid. Saying that SF5 has ‘minor issues’ with online play is the understatement of the century.

It’s only a matter of time until the disagrees come in place. I respect the brave users posting what it’s like to be on the receiving-end of the rollback (perhaps one-sided)… but just a little secret to you guys, in order to avoid further disagree’s… respect the online experience ALWAYS when there is rollback. You will get so many agree’s and like’s even if it’s implemented in the worst way possible like in SFV… but even with one-sided problems and UI technology regressions, don’t worry, it’s rollback!

…atm I have no hope that they will implement a syncing fix to avoid the one-sided problem. Topping that with how hard it is to find friends/classification status, RQ problems, offline-delay that needs to be addressed for the purpose of it… yea, I’m still going to keep playing specific friends and avoid ranked from now.

Hopefully the new players are fortunate to actually still have a “public” playerbase after a couple months have passed to just get games on the go instead of making their way to find out who is on or off through forums/Steam/messages/etc… in satisfactory connections.

…but wait. IT HAS ROLLBACK THOUGH. Did the opponent lost? It can’t POSSIBLY be lagging on their side if it’s showing the match just fine on my end, they are just not that good. Sounds reasonable right???

ffs, no one said it’s solid. He said “Once they fix the crossplay desynch issue then there really isn’t much an argument anymore.”

The word “once” means that they have yet to do it. So once the fix that issue, the core networking will be solid.

Why the hell does this game keep sneaking 3-bar connections into my 5-bar only setting?

Uhh…what?

I dunno if you’ve been speaking English for a week or what, but you HEAVILY implied it. If you weren’t referring to SF5 then that sentence has no place whatsoever in this thread. It’s certainly not on me for taking what you said as a statement about sf5.

Cause Capcom.

No, I gave a condition, but never said the condition had been met.

And of course I’m talking about SFV. Once the core networking is solid, most every other gripe will be nitpicking. In other words, fix the problems at the core of the netcode and matchmaking, such as the lopsided netcode and the inconsistent matchmaking, and all else can be forgiven.

…time doesn’t add up to the topic?

It’s like saying you got a new phone, but the phone is buggy to the point where using it for online gave problems to SOME users. You weren’t aware the phone had one-sided problems that only a certain amount of people are dealing with. You wait a month for “prepared” fixes, as mentioned by the company… nothing happens. The next month passes by? Nothing happens again (minus a few nifty apps you can download, oh joy).

Sooner or later… they FINALLY fix it.

Now, can all that time used for not having a stable “product” be really forgiven? I doubt it.

Everyone needs to stop being so bleak about the future of this game.

It was released incredibly half-baked and bare bones. It’s no surprise the netcode is in a similar state.

Remember PS4 USF4? Game was a steaming pile when it first came out because Capcom wanted to get it out based on the fiscal quarter (or whatever). SFV is no different, and USF4 on PS4 turned out to be a great game once they continued work on it.

I understand the netcode can be frustrating, believe me, but let’s not act like Capcom is just going to up and walk away from the game when they’ve said their goal is to support the game in the long term. I saw improvements to the netcode with the last Alex patch which solved really bad desync against certain players for me. I still get desync with other players, but the prior experience alone says that work is being done. So chill out.

And I say that as someone who periodically tweets Combofiend and bitches that the netcode is a steaming pile of frustrating garbage. Let’s just not be unrealistic and overly cynical.

@Zeniside The ping indicators are just snapshots of connections in a brief span of time. That is in no way an accurate reading of the actual connection quality and is largely useless outside of determining the at-that-moment speed of connection. Consistency is the most important factor of which that indicator gives no reading. Many of your supposed 5 bar connections can be dropping back and forth between 3 and 5 bar and you just happened to see the feedback when it was 5 bar. It’s not some Capcom conspiracy, it’s just a shortcoming of the matchmaking process. That is likely why Capcom defaults to 3-5 bar ratings.

this isn’t crossplay’s fault. i get the same thing in PC vs PC

Same went for PC USFIV when it moved to Steam (from GFWL). I made sure to post criticism about how the random “long” spikes can make it feel one-sided. That was not fun at all. The thing with USFIV was that there were alternatives (like playing on the Xbox 360 for the time being)… As a PC user I had to hold it and post any salty moments it caused. They fixed it overtime, but yea that wait was not fun. At least SFV is here so now SFIV doesn’t seem that relevant… only issue is that the online experience problem is back in full force.

Even though Capcom should be coding it in that the game can’t be more than a frame or more out of sync-- hilariously, most of the desync in this game would be fixed if they just optimized the game to not run like ass.

I spoke before of my friend who none of my friends can play against because of lag, where he causes the desync and for us it’s unbearable but for him it’s perfectly fine. Well, we’ve been doing testing, and through a series of overclocking and forceful removal of textures and assets from the game, we’ve made the game much more “smooth” for him. Training stage bound, though not perfect, matches against him are infinitely more playable for us on the receiving end. Though he still warps sometimes, it’s not unplayable. Once he receives a dropped frame, the desync starts and gets progressively worse with each frame lost – it continues… I think until the end of the match (maybe it was round), a new game will resync you.

A lot of people would like to conclude “Ah, shitty PC users fault” but no, I’ve played this game on PS4 – multiple PS4s, and the game runs like ass on the PS4, frame drops happen and the game will even completely pause sometimes in certain stages. Also the menus man, the menus run at like 15FPS – WHY, it’s just a series of text boxes! Include the terrible input delay on the PS4, and it’s a pretty terrible recipe. SFV as a whole needs to be optimized, and it’s netcode needs to disallow this sort of desyncronization.

Capcom is focusing so much on the gameplay/characters, which I get, but they also need to start considering fixing the game they want to live on for a long time. I do not want to see frame drops happening on a damn console during a tournament. Shit happens even offline, it’s just silly.

Seriously though, how does a 2D fighter, with only two character models on screen manage to be so poorly optimized that it can’t even run on the system it’s being marketed on? I would understand if these were like photo-realistic models, but they’re not, I’ve seen MMOs with more character texture per player – and they have hundreds of them on screen at once. Come on Capcom…

Want to have less desync? Well, I hope you enjoy the training stage theme. Coughs I mean… “The Grid.”

Dude, it’s a figure of speech. All the other minor problems can be ignored once the networking is solid is what I meant. It’s not my intention to get into a discussion about whether companies who pull the “release broken, patch later” stunt should be forgiven for their shenanigans.