If there is rollback that is definitely a good sign, fingers crossed for a good implementation and that the reported kinks smooth out over time.
Day 1 patch is probably coming.
Yeah, if it’s using rollback that’s a very good sign. That’s as good as you cango for fighting game netcode.
But I have to say… If you are finding that you are consistently having problems then the problem is likely your connection. Because even shitty netcode will perform decently in the right circumstances. If it’s not then there is a bigger problem.
And to the person in Philly saying they are having problems with people in NY, since you know those people try opening up a command prompt and doing a tracert to their IP. Because Level3 is notorious for routing issues between Philly and NY at certain times of the day.
Better yet, if ANYONE is having issues with the netcode and you have someone you know to try it with, do a tracert to them and post the tracert results here (you can block out your direct IP and your friends IP, the important part is the routing). That way we can make sure you have a decent ping, the routing is okay, and that there’s not any major packet loss or anything.
I am not expert, but its not easy to test with other game like sf4 with someone you know and see if it also lag or not.
Also thanks for all your testimonies.
i dont think anyone should be say anything about the netcode till the official release.
My connection is near perfect for fighting games and I play marvel and street fighter with people all over the world with out any problems.
I am one of the best players in europe and a true online warrior and can assure you that this net code is terrible.
Even in a good game the round takes an extra 10 seconds compared to single player.
Check out my ping and tell me its my connection that has an issue.
http://www.pingtest.net/result/58267659.png
Ps street fighter 4 only lags if you have poor connection me and my friend play street fighter online and it no different to single player.
SC5 netcode can’t be used for comparison since it isn’t peer-to-peer. It’s server based so there’s more consistency since all the games are hosted on Namco’s servers.
Somewhere Shoultzula despite not liking this game must feel accomplished.
That’s just your ping to the server you tested it on, which is only 100 miles away. That’s not your ping between you and the player you are facing, and your opponent would need to be within 100 miles to share that ping, as well as have a connection that’s equal.
You also did not list your upload, which is another possible restricting factor. Especially with rollback-style netcode because those typically have both connections acting somewhat as a server, which means increased upload requirements.
As long as your hardware is set up properly, most connection probs come down to routing.
You can have the best connection in the world, but the routing between you and your opponent might be crap, it might have 50% packet loss, or their connection might be crap. That’s why you need a tracert with your opponent to be sure if it’s a connection problem or not.
And no offense, but if you claim to be playing with people all over the world without any problems, that’s obviously not true. Typical games have 10 updates of positioning per second, fighting games likely 15 or more. I can guarantee if your in Europe connecting to someone in America or Asia, you won’t be under 100 ping, and you would need closer to 66 to have unnoticable lag if it’s 15 updates per second. Anything past that would be masked by prediction/rollbacks/etc, which is definitely noticeable in netcode without rollback, and even with rollback you can notice frame drops.
I’m no internet wizard, but I can tell you this. If the game comes out as is the average Joe’s around the world (99% of the people that buy this game) are going to be quite upset about this sound bug. The average Joe cares nothing about rollback netcode, upload speeds, packet loss, etc… All he cares about is playing online with a connection that at least feels like he’s playing single player. I predict major backlash on Tuesday because of 2 things, 1) the sound bug…ie sound cutting out in online, and 2) the choppiness for any connection other than maximum bars.
who were you guys playing?
i only played yesterday and it was on level with sf4 aside from the sound glitch and i played with people of 4 bar connections down to 1. 1 was the worst but even that had minimal lagging.
also we will be seeing ryu & ken teams out the wazoo shoryuken-ing every 5 seconds and using only chains. also ryu and ken can land their supers reliably after about any chain>tag, keep your guarding on point, if the person is using ken and ryu in the first 2 months of play ish, that is what they will do, do not be fooled.
It’s been better tonight, but I’ve only played max connections so far. This sound thing is the thing that really bugs me the most.
I not stupid I know that is my conection to pingtest not my friend but me and my friend have perfect connection to each other uner 20ms and as I said when we play street fighter 4 its like we are playing offline and Street fighter x tekken is really laggy almost unplayable.
Most prolems here come down to this poorly made game not hardware or routing.
As for calling me lair don’t worry I didn’t take offence because you don’t know what you are talking about and just to prove my point here is my ping to new york (its in america) which you garenteed me I couldn’t connect to in under 100ms.
FYI had said that I play with people all over the world with out any problems not without any noticable lag.
The problem with threads like these is that people have different standards for what kind of lag is acceptable and what isn’t.
Some people absolutely can’t stand input delay whereas others don’t even notice it. Some people don’t even categorize input delay as a form of lag, and instead only call it “lag” when a game literally freezes or hiccups during gameplay.
Hence, these same people don’t care whether SFXT has no input delay. They’ll just see the small frame skipping issues and declare the netcode to be garbage because SF4 didn’t have those issues (at the expense of input delay). The end result is that there’s a lot of confusion because people are throwing the word “lag” around without actually agreeing on the definition. We also can’t agree on what “bad” actually is. Personally, I would gladly take audio glitches and some frame skips if it means we don’t get the lame input-delay based netcode of previous Capcom games. But other people have the opposite opinion.
Back when UMVC3 first came out, there were people who actually claimed that their experience was “lag free”. It just goes to show you that you really don’t know what to expect until you play the game yourself. However, I think the fact that the game uses rollback is a very good sign.
this undermines everything else you said
Well this game has all types of lag
I my self am not fussy on whether a game has input delay or not and can adapt my self and I actually do love the way marvel and ssf4 play online can’t see why others have an issue, but saying that I do apreciate the advantages of roll back and ggpo but this game has none of the advantages and all of the disadvantages.
Some serius issues with the input delay, its all over the place you never know what your going to get until after you pressed the buttons and it leaves you feeling helpless.
Of course it can be used in comparison. As long as it’s a fighting game and it’s online, it can be compared to SC5. No reason it can’t be.
One of the best in europe, yet I have never heard of you.
Interesting…
Day -1 impression: Best net code I’ve experienced on a 3D console fighting game.
One of the best in europe
top 5 in the xbox live leaderboards for europe
top 20 in the world acording to xbl leaderboards
Ps game seems better online today but still far from perfect