I’m from Sweden and I definitely prefer SSF4 netcode, even without sound.
That’s what I want to hear Capcom say. Obviously they haven’t said it otherwise I’d be in my bunk masturbating to Ono’s pictures.
Im also from sweden and sf4 works alright for me, but sfxt works alot better (except the sound glitch ofcourse)
I am not from Sweden and I think that SF4’s netcode is an abomination.
It’s interesting to see how the opinions differ depending on where you live. Is the infrastructure in USA really that bad?
“SSF4 is unplayable online” - Fuudo from a Famistu interview
LOL thats why Daigo and Tokido played it online all the time.
So I guess Fuudo, the winner of SSF4 AE at Evo 2011, is some kind of noob that doesn’t know ish.
He played S-Tier Fei Long, if he can’t hit his BnB online, something is wrong. There is nothing hard about those links.
Stop playing one bar connections and get used to rollbacks.
Rollback netcode is the future of fighting games online. Anyone who says otherwise is only holding the genre back.
The thing is that the casual fan won’t see it that way.
This is basically like setting GGPO’s delay to 2 and is still better than SFIV where the lag changes in the middle of the match.
Source?
I get it when Im 15 minutes drive away from my friend I was playing with earlier. As I said previously, I am fully wired up to the router in the same room. Capcom stated (whether it can be trusted cough 2 players 1 console cough is another thing) that the sound issues and slowdown were because of the rollback. So clearly, with slow down and sound frequently cutting out on full super speed broadband connections with both of us wired to routers and only 15 mins drive away, it isnt as you put it “our problem”. It shows that the game leans too heavily on the rollback instead of it being a more subtle feature behind a netcode that primarily works well and barely needs to rollback anyway. From what I can see, rollback has pretty tight limitations and really isnt the netcode miracle some people believe it to be.
It’s a waste asking trolls for sources… Information like that would have gotten out by now in a place like this. Obvious from his account info he signed up just to troll from his only posts and sign up date, probably the person hes been agreeing with since signing up lol. Notice the intentional misspelling of his name, and signature with his “real name” =p
uhm. well you have problems somewhere. i played with a dude about an 1.2 hours away and it was very good. no rollbacks, no slowdown, slight delay, but nothing that wasn’t manageable in a game like this.
So what’s the difference here… I have a scenario, two opponents standing 6 feet a part…
Player A waits for Player B to move forward then fires EX fireball knowing the opponents pad/joystick is in forward position and it will take time to go from forward to back position.
Input delay: Player B sees the EX fireball and presses back on the joystick, but the input delay screws the blocking and the fireball hits.
Rollback: player doesn’t see the startup frames and only recognizes the EX fireball when it’s in motion. He hits back on the joystik but it’s too late.
Both forms of latency screw up the metagame, especially when people realise certain moves are too good to be true and they always land, they will keep using them. There’s little difference between the two types of netcode when it comes to playing fighting games at high level. The thought that input delay is for casual doesn’t make any sense because input delay and rollback is the same shit, rollback is simply illusion. Non-casual = playing offline.
The difference is that in scenario 2, the input delay is always at a fixed level. Soon, the other guy learns to look for the startup frames of the fireball and is able to react accordingly. That constant 2 frames can be adjusted to. With SFIV style variable input delay, there’s no guarantee that the input will come out after 2 frames all the time.
You can adjust to fixed input delay, XBox 360 players have been doing it for SFIV at Evo for 3 years now.
Rollback netcode is shit for fighters for the simple fact that rollback can make or break a match online in that one instant. KO’s can be rolled back too due to lag as well, if you haven’t noticed. There is a MUCH better system for online fighters that isn’t rollback.
As for my own experiences with SFxT online, it was through a router, and it wasn’t installed. Sound drops everywhere, man. Lag everywhere. I need to play this installed and wired.
Nice to see how you guys treat new members I have came on here for help but I think I will give up now and just take this game back and play something a little easier on the eye.
Enjoy your self.