Netcode

I can do this perfectly fine in SF4

why do people not understand, that there are certain areas on this planet where SF4’s netcode is just awesome?
I live in europe and get a lot of green bar connections! I don’t even play yellow bar connections, because I don’t have to

why do people say a netcode, that doesn’t perform well on yellow and red bar connections just sucks??
THE GAME IS TELLING YOU BEFORE THE MATCH, THAT THE CONNECTIONS IS GOING TO SUCK and you still play it and bitch about it…I just don’t get it

so that’s the reason why so many complain about sfxt’s netcode!
SF4’s netcode performs way better than sxt’s in my are and doesnt have rollbacks or sound issues!

so could you please stop saying that everyone that prefers SF4’s netcode is a morron!?

and why cant I choose who I want to play against? why do I get connected to the same guy over and over again at certain times? why isn’t there a rematch button? why does the round begin before all the screen signs are gone? why…? why…? why?

The audio’s not the only problem I was playing someone last night he did charge move from full screen and I couldn’t tell if charged counter hit or not even though hh had on his screen.Counter hits seem to be messed up too not producing the sparks sometimes.

Seems really good with 2/3 bar connections, if they can just sort out the sound it will be awesome.

Point out where I insulted anyone. Also I live in the USA where even green bars can be suspect because our internet is known to be quite poor compared to other first world countries. So for you the only issue is the audio, but ill take audio drops over not being able to tag Dictator with a TU when he slides at me online knowing damn well I can do it consistently offline and no one in my scene would dare test me like that IRL cuz they know ill blow them up for it.

because this read’s like you talking to a morron

But your claim was that I called sumone a moron not that my post inferred anyone was a moron.

On Topic: SF x T has better netcode.

It doesn’t matter where you are. You could be right next to Capcom HQ. SF4’s input delay is prominent no matter where you are. People are very, very set in there ways however. This is why religion still exists; I can’t help you understand anything man, but if you do the research the answers are out there.

I have a question.
In GGPO, the sound was never an issue, but sometimes you would hear an audio cue from something that didn’t actually happen (like a KO) after a rollback.
That hasn’t happened to me at all in SFxTK.
Is the issue centered around this???
I would rather have the occasional misleading audio cue, than having no audio to prevent it.

in your area…yes

seems like they were liberal with removing audio when the game wasn’t 100% sure it happened on both ends – probably trying to avoid situations like playing the last 30 second of a match with a giant red KO on your screen

I’m sorry but you are wrong SF4’s input delay is just not locked and is tied to your latency Sfxt has input delay too it’s just locked to that amount of delay.

So, I’m wrong, but in essence I’m still right? Okay. That works for me.

I’ve heard a few people say GGPO did experience the sound problems in earlier builds.

I’m so tired of these geniuses on wifi complaining about the netcode. Plug a damn cable in people!

I did…still no sound…

Ok the sound issue is something to complain about.

Everyone DMZ their consoles! And for the love of god install the game!

Ive got my console wired to the net and I have installed the game and done everything else inbetween that I could to try and nullify the online issues as much as possible but these sound issues and slow down animations on things like supers are just unavoidable even on full bar connections.

Fair. Those issues are real issues. Still worth having those 2 than that underwater feeling.

I put the game on mute. Play Ryu. Anti Air all day. Put some music on behind me or play it through the xbox. I just can’t believe how much sound affected my play. It was like “I don’t hear anything so my block must be working”

I’m suggesting that a company the size of Capcom should be able to pull off both clean online play, and sound. What an interesting concept…slaps forehead

Capcom apologists love putting words in peoples mouth.

Yeh but my point is that SC4s netcode was a bit unstable playing with anywhere further than a couple of hours away. They made a big step in the right direction with SC5 by trying to actually put a really good netcode in so there was no lag anyway.

Capcoms approach with rollback netcode is basically them saying “its going to lag so I guess we’ll just send them back to try again”. Rollback is a nice feature if something does go wrong. But netcode should aim for no lag first and rollback as the absolute last resolution it can reach for if something goes very wrong. Capcom seem to be relying too heavily on rollback when it should be a smaller and more subtle mechanic behind the netcode than they are making it. Theyre using “rollback netcode” when they should be using “good netcode that also has rollback”.