Netcode

I’m glad you’re keeping up with the fight. I just gets annoying arguing with people who don’t know any better. GGPO gives you the best of both worlds, input delay warriors lose nothing with ggpo style roll back, all you have to do is set it to your 5 or 6 frames of lag and you’ll be in sf4 heaven. Everyone should just spend 15 min. actually reading up about how ggpo works, rather than trying to argue how they THINK it works.

edit: I see a lot of people saying SFxT is like cvs2…ummm no. Not even close.

Why is it that noobs can spam combos all day in SFxT and not SSFIV? If you’re going to refute his point, you could at least explain this.

my one major gripe with the game is the juggling system. to me it feels kinda rigid. i can’t really explain it. i dunno if it’s the scaling, the juggle ‘potential’, or the fact theres only 3 bars of ex, but i feel like everyone’s got a couple of options…and that’s it. i wish it felt a bit more free.

Oh the irony… and the huge manatee! :lol:

You’re analogy is just a gaping hole kiddo, since there are no mechanics in SFxT like RC or parrying to get around playing the neutral game to begin with. Stop trying to use big player names to sell a point nobody is talking about. We are comparing your moot point about SF4 being some kind of cut above SFxT in the regards of basic fundamentals lol. If anything I remember SF4 was shit on hard in the beginning for the way that focus attack gimmick shit all over a proper footsie game. Please though, tell me more about how John Choi is awesome, I never get sick of hearing about that.

Please feel free though to PM me any differences you can point out to me between SFxT and SF4 fundamentals besides your DP not taking players out of the air like a cruise missile the moment they jump. lol. Otherwise, right now you look like you have zero idea wtf you are talking about.

Mike Z can have my sister anytime he wants, what a fucking genius. I had no idea that was in, I was already sold, but now its a purchase out of straight principal. This is finally going to be the game that changes what players think of and view as a solid netcode and online experience for fighting games.

Please FG developers look at Mike Z and Xcopy your hearts out!

played again tonight for the first time in over 2 weeks. cant believe there is no patch yet for the sound.

the fucked up sound effects really really mess me up in this game, and the dropped inputs make me facepalm sometimes. it’s just amazing how many times i push a button and nothing comes out.

The patch to fix the sound is coming next week.

you got a link to this info? good news though if true!

i got a patch for 100o kb or someshit this morning, it did nothing i can tell and ive had the game since release… xbox …its the second patch i have downloaded the first was day 1 …

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good news man thanks!

anything less than a perfect 4 bars in this game is pretty fucking terrible.

input drops and frame skips like 75% of the match. really frustrating.

I played SSF4 again, I felt lag on 4bar. I love the netcode. I was very skeptic at the beginning but my conclusion is, I don’t like input delay

SFxT has the best netcode, it’s too bad the game is terrible.

Lag spikes which are caused by either your own connection or the other players and slowdowns? Funny, most people seem to be pretty much on the same page that when the connection is good it’s good. The system tries to send information to the person you are trying to play and bases it’s bars on how it responds. If for that fraction of a second the response is good then you’ll be given a certain amount of “bars” that includes ping (latency) and connection quality. However, when you live in a house where a guy is running torrents and they go up and down constantly or people watching netflix all the time then you end up with poor quality matches despite having what appears to be a good connection.

It’s pretty easy networking knowledge to understand. If you have a good game where there is no/little input delay between you and another person and you can constantly play that person with no delay but then you start playing others and you get frame drops etc. that means your connection is fine and their connection is crap.

In other words, stop blaming the game due to your own ignorance in knowing how these things work. SFxT is probably as close to lagless play we can get right now with the current internet infrastructure and a geographically huge area (assuming you live in NA).

The Japanese have it the best. They have a great arcade scene. They have amazing internet. They live in a geographically small area that limits not only latency but the amount of hops you have to get through which limits your chances of being ushered through problem areas.

If by “SFxT” you mean “GGPO” then I agree.

I was annoyed by the sound cutting out until I went back and played SF4. Now I realize that SFxT’s netcode is so much better than SF4. I was a fool to think otherwise. SF4 online = yomi/prediction fighter compared to SFxT.

SFxT appears to have modeled their netcode after GGPO. Granted, it’s not using the name but GGPO was used in 3s recently while SFxT was still in early development and it would not surprise me if they lifted a ton of the techniques used in GGPO. GGPO also suffers from rollbacks and sound issues but due to how mature the code is now a lot of that has been smoothed out where SFxT and the next generation of Capcom fighters will have the netcode smoothed out in them too.

Go play UMVC3/SF4 and then go back to SFxT. It’s pretty hard to deal with the input lag in the former games compared to the minor issue of dealing with a bit of rollback in the latter.

This is my point exactly. Capcom is reinventing the wheel here. GGPO works, and it is mature. Instead of designing around already-working and mature netcode Capcom chose to create their own inferior, in-house version. Don’t get me wrong, even the SFxTK netcode is light years better than anything input-delay oriented (SSF4, UMVC3). That said, GGPO is by far the superior of the two.

good luck trying to explain to someone that they’re wrong on something over the internet.

but your post was quality, I just hope some people read it and learn from it

You’re assuming that GGPO netcode could simply be dropped in. It was already stated that was not going to be possible and most of the people in the know blamed the fact that the current generation of consoles, especially the PS3, couldn’t handle the amount of overhead GGPO had in regards to system performance. I’m fairly certain Capcom took what they could learn from GGPO and rigged it to work with the limited system resources they had allocated for netcode. I agree that GGPO is quite good but for the most part SFxT feels a lot like it in regards to input delay (good) and also rollback and sound issues (bad). But I can deal with the sound and the rollback really doesn’t bother me too much compared to constant input delay found in SF4/UMVC3.

Capcom of Japan finally learned that not everyone lives on a tiny island with gigabit connections and 3 hops from one end to the other. They get it. Now give them a bit of time with SFxT and hopefully future consoles will have enough horsepower to allow for extremely robust netcode.