Netcode

Dropped in puts or input lag? Those are our choices in Capcom games it seems.

I only played 3 matches so far, but they were lag free. Only issue was the sound.

^ Same here. Me and a friend living on the east coast now were partnered up, playing matches for a couple hours. There was little to no lag and it was pretty smooth. Sound issues need to go though.

i do get the feeling that some (not all) of the people complaining are probably the same people who abused everything the sf4 netcode and fadc system had to offer. half screen walk up throws don’t work in this game lol.

Preorder cancelled.

friend and i did 1v1 (he from cali, me from nj) was pretty much a mess like we expected.
then we tried doubles (both same team) and it was probably 10x better. like remarkably good. i was really surprised.

all online games start off bad, even the billion dollar CODs much more so on the ps3…but this is the first game with no sound…

the absurdity that this and the bugs found…leave a real WTF moment of did any play test this and how the hell did this happen

and the no sound does throw off my perception…never realized how much grunts and sounds were apart of my reading the game

Feels a bit laggier than SF4, the missing audio bug is HORRIBLE, how did cert pass this game? Capcom, I hope you are working on a patch, I know it costs around $50k every time you do a patch, but this NEEDS TO BE FIXED.

played online for a couple hours, lots of dropped frames and sound bugs, but no input delay thank god, nothing i hate more than seeing an obvious jump and getting hit before being able to anti-air

Its got nothing to do with me lagging that I think this has shit netcode.
I was lagging becuase I in uk and you 4500 miles away obviusly when I play people that live near me its nothing like that bad.

You seem to enjoy this code because of the way your inputs still go in but that doesn’t make it a solid netcode its totally unstable this shits all over the place.

ssf4= slight input delay
SfxTK= dropped inputs, dropped frames, rollbacks and no sound

The only benefit this has is stable input delay and if that better for you fine but most people including me would rather have a little input delay and have a nice stable game with sound.

I have yet to experience dropped inputs. Everything I did came out when I wanted it.

I just played Arturo, and I’m on the opposite coast near Toronto.

Online was flawless. I’m talking 2 frames of input lag TOPS and 0 spikes.

First time in my life I’m not wanting to kill myself for buying a capcom product.

I’m in shock.

edit:

As with all rollback netcode, I have had mixed results.

However, outside of the audio bug, this netcode is vastly superior to SF4’s netcode.

I tested King’s counter across several opponents and I was ALWAYS surprised when I used near-pinpoint timing and still managed to catch people. I blocked Rolento’s crossups the first time I saw it and am just unbelievably surprised at how well it’s working.

Problem with rollback netcode? When it’s bad, it’s BAD! The skipping and teleports make bad connections unplayable, but I’m on wireless and am not encountering many spikes at all. My bad experiences have been quite good so far, hoping this good first impression lasts.

add another HOE to the list

horrible online experience

Both games have input delay. The difference with rollback netcode is that the input delay is **fixed **throughout the entire match. This means that your combo timing doesn’t change. It also means that, once you get used to whatever delay the connection gives you, you’re dine. With the old SSFIV netcode, when the input delays changes depending on the latency, this meant that timing and shizz was all over the place.

You’d think they’d do that by now but no. The only time Ponder helped out capcom was with SF2HDremix’s rollback based netcode.
Capcom likes to put in their subpar in-house netcode that varies per game instead of actually trying to make an decent matchmaking / netcode / general online experience.

Hell they can’t even get 3sOE correct even with ggpo, game had awful UI, rollback was much worse than PC, and sound messes up which wasn’t even in PC! wtf.

Honestly I have zero faith in Capcom to get their online shit right. If SFxTs online is ass then i’m not buying it, simple as that.

Its sad that a 5+ year old project that runs on emulators created by 1 man (Ponder) is vastly superior than anything Capcom, or other companies for that matter have put out.
Go fuck yourselves.

Played in the briefing room with a friend for hours. There were a few hiccups (at one point going crazy with the rollbacks for a few seconds) but they were rare and overall it was solid. I could do my combos and pressure without issue.

Yes the fixed input delay is pretty sweet when your hitting them. But everything else sucks massive ballz.

Where would I legally stand on the issue of returning this game if I bought it, ran a handful of test matches online and found that it’s utterly unplayable?

Is there any theoretical ground for that, or does the product need to be ‘broken’ or ‘defective’ in a sense that doesn’t pertain to the experience of the product?

I’m in England, if it makes a difference…

Depends on your local laws on returning store bought items.

After practicing my combos with the TV muted, I do a lot better online.

That said, having to turn off my sound is not a viable solution to salvaging the otherwise decent netcode. I mean, why do half of the background music channels cut out on occasion?