I’m not understanding why you quoted me in that manner. Didn’t notice it much last night in the few matches I had, will try later and see what’s what, sounds like for the most part it was minimal.
I’m not… sure what else I was supposed to say…?
I’m not understanding why you quoted me in that manner. Didn’t notice it much last night in the few matches I had, will try later and see what’s what, sounds like for the most part it was minimal.
I’m not… sure what else I was supposed to say…?
No Input delay with rollbacks versus input delay with visual lag. Both are bad, but again, it’s left to opinion. Honestly, doing a combo only to see it rollback and get jabbed out of it into boost combo in comparison to dropping a combo and getting dped into ultra are both shitty. It’s just I prefer the netcode in SF4. This is coming from someone who played nothing but GGPO prior to SF4’s inception.
Also, this may be unrelated to netcode, but do people still get that “Battle has been cancelled” error message when the match freezes on the first frame in-game?
yep
In the games I’m playing I feel an additional frame or two of delay and I guarantee that its laggier than before.
The sound was never a bug, it was a mechanism that allowed for lower input delay, and by adjusting that things were compromised.
Games stutter, drop inputs, and roll back a lot more frequently than they used to.
…I haven’t seen many rollbacks when playing on white connections. I have actually seen almost none. I can’t comment on yellow connections because I don’t play on them.
I should clarify that I greatly prefer offline play as I’m sure most do, but due to life at the moment (friends moved away, job, etc… y’all know, the usual stuff), I have little choice at times. So I’m probably a lil’ more tolerant of online issues than I should be.
That said, I dunno’. Rollback when my connection is good is preferable, despite some of the oddities that occur. Speaking of which, I haven’t tried to play 3sOE since moving to a new ISP late last year, so I wonder if my experience with it would be better now.
Anyhow, we’ll see I suppose.
EDIT:
Honestly the same here, I’ve only seen severe rollbacks in the accidental red bar match here and there I’ve had (that one time when I’m just pressing A and then I realize at the last second that it’s a 0.15 bar connection… ugh).
Yellow’s been… okay for me, though not optimal.
well i’ve just played 30 matches against 4 different opponents and the overall feel of things is definitely better. i’m not going to get into an argument about whether there’s additional input delay or not because that probably is the case. however, the difference (if there’s really one there at all) isn’t big. so yea, i think people should actually download it and test it themselves instead of shitting all over it on here, then admitting they haven’t even tried it yet. thumbs up capcops, you’ve done well on this one imo.
It’s most definitely not the same or better… lol.
I do Raven loops online all the time, and the slightest input delay or slowdown is 100% evident to me. Capcom even said in order to fix sound issues they have to compromise the input delay.
I feel like anyone who thinks it’s the same or better either doesn’t play online a lot or they were completely mindfucked by the sound problems before.
this may well be the case for me because i was struggling with the raven loop online (offline i can do it fine), but today i’ve been hitting it better online than ever before.
i think it’s better how it is now and to me that’s all that matters. online is never going to be perfect regardless (for the time being at least).
I’m not having any problems doing raven loops now, and I didnt have any problems doing it before the patch (playing 4 bar connections). Would be cool if there was a way to test the netcode now post-patch. How the hell can some of you tell that there’s a 1-2 frame difference now? Also, I’m not sure there was 0 input delay anyway, so just saying that the game lags randomly isn’t really saying anything.
I mean on the few games that are full bar, rarely do i see any problems or rollback for that matter. But I’m referring to the connection on average (I assume 2-3 bars). Maybe I should just stop playing randoms and their wifi firewall blocked ps3s…
And yeah, it’s definitely understandable that online can be your only source of play against human opponents. Besides, the fighting game community as a whole is definitely not growing the offline portion that fast compared to the online community. Sigh, I miss arcades…
pro tip #0923492348729872
[LEFT]when the developers announce more input delay, it never makes it better[/LEFT]
[LEFT] [/LEFT]
[LEFT] [/LEFT]
I played on mute for the entirety of my 150+ games online. Didn’t experience any lag then, don’t experience any noticeable difference now. You must be pretty sensitive to it then.
Hmm it’s too bad there was any compromise at all. If GGPO can make things work efficiently, then why not a multi million dollar company with much more resources then Ponder ever had? I hope they don’t call it a day and just stick this netcode to all future fighters without further refinement. I especially want the input delay dialer. It would make both competitive players and casuals really happy and would avoid future complaints from both ends.
I’m saying there’s easily an additional 1 - 2 frames of input lag added on to what it previously was before the patch. How can I tell? Years of online gaming. I press jab and it’s less responsive than it was before the patch. I shoryuken and tag raven in, and find that the tag comes in a bit later than it used to. I do loops and the game stutters or slows more than it used to during the loops. I’ll do something as simple as jab jab cr. strong into wind cross… and the cr strong didn’t link from the jabs… and I rarely, if ever miss those even with laggy conditions last patch.
I never restricted myself to playing only 4 bar connections, I played 3 bars a lot of times and most of them were 100% playable without too much input delay. Now the input delay has been increased as well as the amount of rollbacks, and input drops.
Either way, I’m dealing with a community where the majority of people said the netcode was garbage because of the sound problems alone. I’m now saying the new patch is worse than it used to be and I’m being told otherwise… even when Capcom stated fixing sound issues would present lag compromises.
I’ve played about 800 SFxT games online and I’ve played online fighters for over a decade now. I can assure you that I have better things to do than to lie about the online netcode.
Yup, scrub community definitely won this battle, there is definitely extra input delay. It’s not as bad as SF4 and i think the game is still playable, but you can definitely feel it.
this shit is really depressing. I don’t know why players who don’t even know square 1 are being listened to about what makes a game good online. I don’t go to a 1st year medical student and ask them is this cancer? I ask someone who has experience in the field. Capcom will literally take the word of their idiots on capcomunity.com. That website is scrub central and the developers there use it to help with their game tweaks\design\philosophy. Especially when there is a complaint about a game, they hear it there first.
Rather than use SRK to influence their tweaks\design\philosophy which has soooooooo many intelligent people on it, they rather use scrubunity.com to get feedback and the consensus there is that megaman not being in umvc3 makes the game bad rather than the horrible ass XF shit. I see seth\sven post weekly on capcomunity, I haven’t seen seth\sven make any kind of post on shoryuken as members. The scrub scene has more access to Capcom than the tournament scene? you must be kidding…
Also, I blame our community too for not being vocal enough. While there are some of us that actively bitch about it weekly if possible, myself especially, I’ve never seen 1 front page article calling Capcom out on terrible net code. Not once. More tournament players could be bitching about it too on streams and especially do it during BIG streams to get scrubs thinking about this shit.
If everyone on this website bitched about it as hard as scrubunity.com and blasted them with front page material, they would probably listen @ that point. For whatever reason, we constantly pussy foot around bad net code topics as front page articles. Its like calling capcom out on something as front page material is taboo here but its ok for Arcadia magazine to bash kof 12 online for being a POS.
If we want this shit fixed, there needs to be a big ass deal about it. New games are coming out. sfxt looks like they just slapped a new net code over the existing sf4 because the matchmaking is still the same and graphically looks no different than sf4. New games or updates to existing games could receive an ideal net code possibly but if we don’t let them know ACTIVELY what we want, it’ll never get in. Now this isn’t something as arbitrary as megaman being in umvc3. This is about catching up with the rest of the fucking world in terms of releasing a basic product. If mike z and ponder can do this on a budget, no excuse for capcom not to be able to do it too. Not to mention that mike z\ponder did it better for cheaper.
I would even pay for a GGPO DLC its that bad @ this point. Just fucking charge me for it already and split it with ponder or some shit, fuck
I played online with the new patch for over two hours last night and I had much more lag spikes and dropped inputs than usual. The online is definitely different than before
The game is still very much playable, but i’m disappointed that they actually went ahead and added the lag. I’m assuiming that somewhere in the back end of the game, they have some sort of modifier similar to ggpo that they can adjust through patches to change the input delay. The other major difference i’ve noticed is that the roll backs have toned down a bit.
this, same here.