Dude the online play in this game is good. You’re clearly the one trolling. And I really wish people would fix their connections because this netcode does not have input lag.
THIS GAME HAS ROLLBACK NETCODE!!!
WOOOOO motherfuking HOOOOOOO!
lol at all the people saying that input delay is better than rollback… LOL.
never would have thought that i’d hear so many people complain that there shit is coming out. and that they can actually react to things like fierce fireballs from less than half screen away.
as far as the sound goes… turn it off. and wait till the patch comes, then turn it on again.
use easier hitconfirms in the meantime.
-dime
People just don’t understand why the netcode is good, yet. I remember with 3sOE came out and people were bitching the guys over at Skullgirls released an article explaining why rollback netcode is good netcode. lol
People are literally so used to playing with input lag that they don’t know how to play without it.
yeah, i know. i actually thought this might be a problem for those people that “adjusted” there gameplay for input lag.
as someone that uses audial cues as well and as someone who has trouble playing fighters with sound off, i understand.
HOWEVER, i’ll take lack of sound over input lag anyday. me with lack of sound but little to no input delay means im playing at about 65% of my ability.
me with input lag means that im playing with about 10% of my ability. the dumbass shit ive lost to in input delay is atrocious (once lost a guile player that did nothing but jumping jab land mash crouch jabs and the occaisonal jab sonic boom…) it was like a one bar connection and i couldnt even jump consistently let alone get out any moves.
the thing is though, i and i think MOST players, CANT EVEN LEARN when playing with input delay. the things that people get away with would never fly offline. so i get muscle memory for bad things and i get accustomed to punishing bad play and using bad play myself. case in point i use ibuki in sf4: OFFLINE i almost NEVER do random neckbreakers (like once every 10 matches at most, probably much less than that) yet online ill do like 5-10 random dumb as shit neckbreakers A ROUND. thats stupid. but i do it cause i dont get punished hard and cause i cant react to jumpins so if my opponent jumped ill just go under them and be safe.
theres a million reasons just like that one that occur online only in input delay that DONT when theres little lag.
in the case of rollbacks happening alot… well that sucks, however the thing to realize IS THAT OUTSIDE OF THOSE ROLLBACKS you are getting a very close to offline experience, the metagame will be near the same, the footsies will be near the same, the mindgames will have similar repercussions, meaning that i can take knowledge i gained fom rollback netcode and implement it a local offline session/tourny and have it play out with similar results. in other words i havent wasted my time playing online.
so lets compare when i lose a game in huge input delay versus when i lose a game cause of massive rollbacks:
in input delay i probably learned nothing of merit save for some move properties. in rollback code i learn alot more outside of the rollbacks cause its just like offline.
bottom line is people will be better players after having played years of rollback netcode versus players that have played years of input delay netcode.
that last sentence should squash any argument for input delay over rollback.
it WONT squash the argument cause people will argue in circles. or just want to be hardheaded. but it doesnt matter. rollback>sound.
and thats coming from someone that can barely hitconfirm visually and who uses audial cues for everything.
-dime
Look online is never going to be on the same par as offline even though programmers can get close. We are all on cable or rj45 which is nothing compared to fiber optic (instead of electrical signals, uses light so light speed signals) therefore there will always be the case of drops here and there and some lucky ones that don’t.
With this in mind, programmers will have to sacrifice certain options etc. to meet certain needs which is why our online is never perfect. Now when fiber optic is the norm for our internet connections (Prof said five more years), then programmers wouldn’t have to sacrifice anything or try and build an online system for efficiency that will support people with ass internet/great internet. Instead they can go all out and implement all the online necessities without having to worry about things going wrong. They will probably still have to take space into consideration but that’s about it.
This net-code, in terms of “Almost” lag free game play, is good but programmers had to sacrifice some code and hence the audio f*cks up here and there. They needs to combine the two and meet half way so both operate to their best. I mean it isn’t 100% lag free so even if we sacrifice lag a little, it isn’t going to be a huge impact. Right now this net-code can play people with one bar almost lag free, but who wants to play those people. Instead we play four bar + people so our lag is further more neutralized. So if ever they do meet half way with the code, I’m pretty sure as long as we play people with four bars and up, it should be ok; the sacrifice they will make, won’t affect the lag any more than it does now.
They better act on this asap because people are just not buying this sh!t. There are a lot of people that just want to play a game that works great online; they don’t care about anything else no matter how awesome the game is offline.
this game is great online, sound is totally useless anyway because the moment you play this game for real people start yelling and shouting and you can’t hear shit anyway.
I don’t see any input lag, just constant frames dropped which inevitably messes up combos. This happens even when everyone I play with has an excellent connection (including myself). Not sure what to do about it because it makes online nearly unplayable. If no one else is experiencing the same issues, perhaps it’s on my end.
i agree with everything you say. the only problem i have with it comes from trying to learn the tekken characters in training mode, then taking them online. i do feel that audio cues help you get to grips with a new characters combos.
No its not just you. People are just being idiots. Sf4 net code is one of the very best out there (look at how it works in japan and at certain distances in Europe). I have played a lot of Sf4 online matches that are pretty much=offline. US net is overall shit and the delay must be huge so thats why people here prefer the rollback to the delay I guess.That’s the only explanation i have but that doesn’t change the fact that SFxT online is total ass.
It just doens’t look right.Like the game bugs out every few secs. I dont’t get, how can you people enjoy a net code that actually removes parts of the game (aka frames).How can you play proper footsies if the game decides to to skip frames every now and then… explain please.
That’s exactly what I’m seeing. It stutters every few seconds which obviously is going to affect someones play. I do not have these issues with SF4. Just saying.
The sound issues give the impression of frame drops
What other fighting games before Street Fighter 4 did you play competitively? How much competitive play have you had offline? You just don’t understand what good and bad netcode is because you’ve never experienced good netcode. Until you played SFxT.
Also, did you just suggest that you can play good footisies on SSF4’s netcode? lolwut
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Any netcode that can make an online 2v2 (4 different accounts at 4 different locations) playable is a damn good netcode.
When I first started playing this game online it felt really choppy, but I guess I just had to get used to the new netcode because now it feels really smooth with no input delay. My only problem with it though is that sometimes my inputs are ignored, and that is really frustrating when it happens at crucial times.
Most of the complaints in this thread are about the sound drops, and not the net code. No sound in a video game in 2012 is inexcusable…period, end of story.
Hey guys I wonder if you can help me out here?
I play lots of games online and I 'm a bit new to this all this fighting stuff and don’t have much time on my hands to go on forums. The thing is I heard this game is the “next big thing” so I went out and bought it but after 2 hours of playing online I vomited on the floor and I not sure if I can play it again untill I fix my system.
I’m currently using the samsung ue55d800 tv which cost me over £2000 and for what ever reason its like watching a strobe light with characters keep flashing on and off which is making me feel ill. I do suffer from car and sea sickness which is why I got the tv with 200hz and my current setup is xbox 360 via hdmi to tv then optical cable going to my receiver.
The tv is set to 200hz and in movie mode with colour calbration from hdtv test website and sound is just set to stereo but that is also not right.
That’s what im saying. There should never be a sacrifice of sound for less lag or vice versa. If your game is “so huge” that your game loses audio to stabilize, then you need to scale back the hugeness of your game so you have sound.
Ya you can… you can have near offline expiriance with SF4 netcode with the proper connections (same imput lag as SFxT but no frame drops, lolwut).You are not aware how the SF net code works out of US are you ?
OMG im loving this netcode!!!
the sound skips dont bug me at all. I CAN DO COMBOS ONLINE!!!
omg this is soooo much fun!
-dime
ASll I have to say is…
Capcom fix the sound bug,
People in the US…uppgrade your internet. Average househould has 2.5mb of speed download and 750k upload.
I have 16mb dowload and 4mb upload and I can play fine. it’s the sound that is getting to me