Regarding the netcode specifically, It’s pretty smooth for me and I don’t have the best internet. I’ve also played some players in Europe with a few frame drops and was amazed at how good it played. I was reacting to everything as if it was offline. It gets bad with some crappy connections or if theres more then 2 players in a match (even then sometimes it ends up smooth).
Try playing with the sound off cause it makes the game look sloppier then it actually is due to the bug. Play people with good connections and wired. If you still got issues, check your internet or if someone is using it while you’re playing. If you have other fighting games that use rollback you can make comparisons in case its your internet that’s the issue. It shouldnt be that bad since many of us have good experiences.
I agree that it could use some refinement still, but overall its much better then most fighting games online. It’s just so damn refreshing I can actually play the game and learn for real, even compete online if I wanted to and not worry about input delay screwing up everything.
No he isn’t missing the point at all. You just want to continue arguing your anecdotal non-sense pretending that the netcode acts so much differently for you than anyone else. Truth is, its just a tell-tale sign at how little you know about anything that is being discussed here. As has already been stated, anyone with half a fucking brain, and a little understanding can have amazing connections in this game, 90% of the time, that kick the shit out of SF4/UMVC3. Please though, continue to blame Capcom for your ineptitude, don’t let things like facts and information stop you now kiddo. :looney:
So is this the denial stage or the anger one? Can’t tell with all the hostility. Capcom released a busted netcode. No sound, shoddy connection quality, lag, slow down ,etc. . . more apparant than any Capcom fighter to date. When it works, it does work. Shame that rarely happens.
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Most of the things you mentioned there are not netcode related.
This is why you’re being called out as one of the many ‘uninformed,ignorant’ members.
We are talking about input lag and nothing other than input lag. y’know the quality of the netcode in-game.
No Sound - A bug thats Capcom’s fault and shameful on their part for releasing it in this state. Doesn’t affect input lag
poor match making - Capcoms fault, yes its frustrating the MM UI is shitty and we have to live with it. Nothing to do with input lag
random disconnects - Nothing to do with input lag.
Lack of rematch and load times - Nothing to do with input lag.
‘shoddy connection quality,lag spkies,slow down’ - Now these are finally somethings in-game stuff to discuss. This happens in any FG that has online, definately not SFxT exclusive and it happens in SSF4 or even ggpo. You seem to think that SFxT rollback is suppose to magically eliminate all those problems, well it doesn’t. When the quality of connection between the 2 players is shit its bound to happen. Distance, bandwidth usage, Wireless, all those have a negative impact and for rollback netcode it really does show visually. This is why so many players think the netcode ‘isn’t working as intended’ because they play with shit wi-fi with their moms downloading soap opera torrents against 2 yellow bar players. Then obviously they start seeing weird rollbacks/frameskips and call out ‘THIS NETCODE SUX’
This is not the netcode’s fault, this is the client side’s fault. When this netcode is working under ideal conditions** IT FUCKING WORKS.**
…and it really isn’t that difficult (for me at least) to find ideal conditions. I haven’t had any problem finding good connections while playing Endless in the Toronto area. I don’t doubt that Ranked is full of bad connections.
even if you didn’t know what an ideal connection was, I explained how to get them so anyone having problems could immediately tell whether or not it was their connection or everyone else’s.
the net code isn’t busted when you use it as intended but the matchmaking just shits all over that concept. There is no more input delay to make any connection look playable. You have to choose connections no greater than 120-130ms and there is absolutely no way to identify that because the bar system is a terrible concept. You’re stuck driving blind when it comes down to choosing quality connections over xbl, and yes I do get my fair share of shit connections when I go to ranked. However, I understand what is going on which is a terrible matchmaking, not the net code itself. Roll back only works under certain conditions and when those conditions are met, nothing is better. The problem is that there is no way to see whether or not your opponent has ideal conditions. The matchmaking needs a complete overhaul IMO its very bad.
I’ve seen green bar connections act like dog shit and that is because of the bar system. I assume it takes a range of MS for green, hypothetically lets say 0-180ms for green. Now someone can have a ms of 130 and it will be green however, roll back needs a steady connection which wireless can’t do. Even though the bar was green to begin with, by measuring MS, it doesn’t tell you the opponent is running wireless and you’re going to have a skippy ass game. On GGPO, you can spot most shared\wireless connections by refreshing their ping constantly. If you refresh their ping and see that its going from 80ms to 160ms back and forth, there is something incredibly wrong with that guys connections but for sfxt online, they will tell you its a good one to choose because it saw an 80ms for his connection. When you finally play this person with a massive fluctuating ping there will be times where its butter smooth to super skippy and never consistent. I can basically spot who’s running wireless\shared connections on sfxt online but its only after I’ve started the match which I wouldn’t have choose if I could see their ping and could refresh it. If it were more like GGPO or even better, that shit wouldn’t be a problem.
Everything to get a great connection online is explained in this thread. I had an old school ass Florida SF player tell me last night he thought the net code was god like. You’re talking about a player who has been playing for like 20 years and thinks the online is great. Typically, if you can get someone with that much exp to like the online, chances are its fucking good because vets that old want offline timing or as close to it as possible. They understand that not every connection is going to be god like but if they choose their matches properly, its going to be ridiculously good.
People are getting confused between matchmaking and net code, 2 different things. One of them chooses your opponent, the other distinguishes how the inputs get transferred through the net. They’re not related to each other in any way shape or form. The net code is god like, the matchmaking is terrible
Now that Capcom has made the jump to rollback, I think the next most important thing we need to push them hard for is getting rid of that fucking useless red, yellow, green graphic that tells people absolutely nothing.
I’ve been complaining about this since Vanilla as it was my first online game outside of PC and the inability to see a proper latency bugged the shit out of me then and still Capcom and other console developers continues to roll with it now. God forbid they ask the impossible of this new generation of consumers, you know, to understand something that isn’t a brightly colored graphic. :rolleyes:
I say people seriously start asking Capcom to implement this into whatever they shit out next, because it really is just unacceptable in 2012 to have such a meaningless estimation of something that is extremely important to the games online performance.
for w\e reason back in the day, capcom used an MS system for games like cvs2 on xb1 but switched to bar since sf4 for some fucking reason. I think it might be because Ono is retarded or maybe the fact that not everyone is going to understand what that MS number means. I sure as hell didn’t when I first saw them so looking @ a bar is much more user friendly for those guys however there is a way to do both. You can just have the MS number and display it in green\yellow\red. like a 50ms would be displayed in green letting people who don’t understand the number telling them its good and the inverse would be a 300ms connection, that would be displayed in red. It allows people to form associations with the number and how good the connection will be.
Its an incredibly easy solution. You can even blend the colors so it has green\yellow in it letting new players know the connection is in between great\average. 1 display system can appease pro\casual players which is what Capcom was going for. They just couldn’t think of a way that could explain it to both sides properly as 1 display. This way, we’re not stuck with Capcom’s idea of what a “green” bar is. I would prefer games 100ms and under but I don’t know how far a green bar extends so I could be challenging someone with 150ms who has a green bar and there could of been a better option for 90ms but he’s a green bar too and that is a 60ms difference in ping and no way to tell which connection is better through the bars. 60ms is pretty huge for online when the net code starts fucking around 120-130ms ish.
They show ping for hd remix. I think what they should do is make the bars standard but give you the option to change it to see the ping for players who actually know what’s up. Everyone is happy that way and it shouldnt be hard to do.
What I hope more for is for them to refine the netcode further while getting rid of the sound bug and lastly add the slider to increase input frames like GGPO. Once that’s done, the netcode will be perfect and should be used in every game from then on.
earlier today, i played a really good player from italy (i’m in england). first game i was on the player one side and we were playing on the training mode stage. no overly noticeable lag, nothing game breaking. he wins. so on to the second game. he’s on the player one side and he decides to select pandora’s box stage. now the minute we start playing on this stage, i’m feeling the lag…like big time. however, he manages to hit some ridiculous combo with juri/vega all the way into vega’s super, so he obviously wasn’t having problems, lol.
but why am i 99% certain pandora’s box stage was lagging hard when training mode wasn’t? is there any known slow down on any of the stages (like in ps3 mvc3)? or are any of the stages known to affect the amount of lag? also, does the person on player 1 side host the match, or does the person who runs the lobby host the match (regardless of what side of the screen he’s on)?
but for a while now since alpha 2 and maybe earlier, every stage has had different amounts of lag\frame issues. Its a problem in umvc3\sf4 too. If there is any extra animation going on in the background, I believe the game keeps that in sync as well so its working for the inputs to stay in sync and for the stage to stay in sync too.
Just stay away from stages with lots of shit going on and you should be fine. If it continues to lag anyway, then there is honestly a connection issue either with you, your friend or the distance being too great.
People on Capcom-Unity said they want input lag instead. I’m starting to really see why a lot of “OGs” left the FG boards despite the fact that I’m an 09’er.
i remember i got laughed out of town once for suggesting that sf4 had certain stages that had more lag than others. i think seth’s stage (both versions) was possibly the worst. gief’s stage was bad too.
why, because people have different opinions than the OG’s? it’s pretty lame if you leave somewhere because your opinion differs and everyone isn’t simply agreeing with you.
me personally, i’d rather have the AE netcode WITH SOUND in SFxT than the way it currently is. while it’s been nearly 2 weeks since I’ve played it online (and in general) and I don’t even know if there has been a patch or improvement online, but the sound totally fucks my head up, and the dropped input/frames makes it extremely hard to do more strict link combos.
Just thought I’d chime in to say that I’ve been having a very good experience with this netcode. The input delay present in SF4 and MvC3 felt terrible to me, and I’m extremely glad to see Capcom make the jump to rollback. Now I can actually react to things, and do combos without changing the timing for online play. It’s great.
As for the problems others are reporting, all I can say is it works great for me. I haven’t experienced any significant slowdown or frame-skipping, and haven’t had any disconnects or input drops. Of course, I have the sound bug, but it doesn’t bother me much and will be patched.
So yeah, this netcode is a huge step in the right direction.
Has anyone found that play against a team 3 connections makes it bad…or atleast if your the lone player vs 2 connections…i just avoid all 2 player teams online in ranked… have not played much since the first few days, Fell into my first mmo and the no sound i actually adapted to, but still ruins it
There is absolutely no way a modern company is going to put a ms latency value as a connection indicator in their game and neither should they. A symbol with 4+ variations to it is plenty to portray the quality of the connection at a glance. What you no doubt have an issue with (as do I) is developers, sorry, pencil pushers, assigning stupid thresholds to these symbols so connections always appear as excellent. This is absolute BS and helps no-one and is quite insulting to think people wouldn’t twig on to this after a game or two.
Totally got the same experiance, I just leave if I stumble upon two people searching for ranked. So far I’ve only played about 300-400 games but I feel like this netcode is better than SSF4AE2012.
The only problem I seem to have is that a lot of SRK’s comes out between my jumpin and followup attack and this is most likely due to me reacting to when my jumping normal hits and I land (visually) and then press a button which will due to lag leave a gap allowing the SRK to get out. A lot of players also abuse this by mashing cr.lp after my jumpin attack but I seem to be able to trap them some times if I use the heavy jumpin attack which nets me more frame advantage on block.
Please note that I have verified my jumpin strings (even with j.lk) to be perfect blockstrings in training mode.