Netcode

There’s not even that much of a difference and if there was I would say this patch is better.

Me and my tag partner both had matches drop, visible lag, and occasional little spikes every 10 seconds or so that would cause your combo to drop.

None of this happened before the patch. I’m hoping it was just Live having the issue, as most people are reporting that it’s not that bad. What I saw was pretty well unplayable.

Oh and I was so busy concentrating on playing it turns out I don’t notice the sound effects that much during a match anyway. Like I said, fingers corssed Live was on the fritz in the UK or something, because it seems like the problems we were having were way worse than what people are talking about here.

Everything works for me. I’ve had close to no match issues before patch and after is even better with sound.

Coming from someone who says 4 bars in AE is close to offline… your analysis means crap

Now I played some matches with ppl Ive played pre patch and man I gotta tell you… there is certainly added input delay… also there are more visual drops also. Capcom get rid of this shitty patch.

if the explanation to the sound issue they gave in the podcast, with it being related to the skipped frames, was true, the solution was pretty simple and part of any basic q&a
they just release an ass tested game

There is a little sluggishness added now, but i’m not experiencing variable delay. So, although i prefered the game before the patch, so far it’s better than sf4 and still the best online of all the fighting games i’ve played.

I can’t even use Hugo online anymore, I lost so many battles just because I’m having a much harder time punishing jump ins with backbreaker. Clap into dash works whenever it wants to. Hell, standing jab into crouching mk barely works (I usually get standing MK). It was fun, but I’m not dealing with this shit, trading to gamestop while it still fetches over $30.

Runs smoothly in my case (full connection here). No lag and I’ve hardly noticed delay.

So some ppl can do raven loops post-patch but you can’t play Hugo online? SMH

W/e the intrinsic problem is the fact is that this netcode has suffered rather than been fixed. As well as him after playing about 30 matches all 4 bars I too am done with this game online. Its horrid. Tbh almost dont see a point holdin on to the game other than the hopes that it might be reverted back.

…so? That’s great that they’ve adjusted to the lag, I’m just not gonna do it.

After patching i noticed full bar games are still kinda okay (extra 1-2 frame lag or so + some special moves cause minor slowdown), but anything below that is just unplayable. I used to be able to play with my UK friends before this patch, but not anymore (i live in europe). kinda funny considering my ping to them is 50-55… no bigger jumps than that. its a shame, prepatch netcode was amazing and clearly better than sf4 netcode for example. and now it can just barely compare to SF4…

How can lag influence you to make a mistake in your input? I don’t see how your standing jab into c.MK can be missread as a st.MK because of lag.

Also, with fixed input lag it shouldn’t matter halfway in a combo right? The muscle memory for the combo will make you hit it and lag that is not variable shouldn’t matter right?
Only the first hit matters since it can get a lagspike and get blocked or whatever. After that the opponent cant do anything but accept the dmg so the lag shouldn’t matter.

I thought that is how it worked. I also didn’t miss any combo’s unless I messed up myself last night. I did have some moments with jump ins or such that I thought it was lagging a little bit. Not dramatically often though.

There’s no reason to act this hastily. Give it a few more days, one day after a patch is hardly time to verify that your internet just didn’t crap out one night.

Well, having tried Skullgirls online compared to SF x T… I can definitely say it’s definitely superior to it. The way GGPO was implemented in the game is genius. Maybe it’s just me, but it feels a lot more solid than 3sO. Well, I’ll have to play more games but Skullgirls netcode blows SF x T out of the water.

Some people are saying it might be slight variable input lag instead of fixed.

c.mk can be misread as s.mk if the game drops inputs. For example if you did s.jab, dwn+mk, neutral, the game could very well drop the dwn input and just count the mk. If you hold down though, it doesn’t really happen but that is just 1 way the game can drop the input and make it turn out differently

many people use visual cues to perform combos. When there is any lag, any visual cue you use will ALWAYS happen later in the game online. Its why 0 roll back is preferred. It allows most people to have their offline skill become a factor. Whenever you start introducing input lag, the less of your offline skill you can use.

for example offline lets say a hit spark is your visual cue and you have 3 frames of input delay online.

offline, the hitspark trick allows you to time your combo properly but now if youre online and you use the hit spark trick, it is now 3 frames too late. You have to hit it 3 frames earlier online than offline. While its only 3 frames, many experienced players start fucking up around 1. Its why we need the dialer, so we can minimize that.

But that would not be lag right? lag means a slower game, not a game that looses some imputs?
Or else you would also notice that your character didn’t poke or something. Some random attack. It is specifically in a combo as he noted.

But that is what happens with variable lag I assume. I understood from the topic that there was minor fixed lag + rollbacks.
If you would be in the combo and the lag is fixed it means that it is always (just a random number) 3 frames late. So after the initial hit it would not affect your combo visually even.

Isn’t that what the lag scaling (that people are saying here, I don’t know) GGPO can do?

I think there is a dialer, just on the back end of the game that capcom can control. for example on ggpo i play with it set at 0 input delay 99%, 0.9% of the time i’ll change it to 1 if it’s laggy and 0.1% of the time i’ll go to 2. It feels like they set the game at around 2 ish, which imo is playable, but you can definitely feel it.

lol this game is a PR nightmare… why would they even go out and mention such a thing as a input delay trade-off for fixing a sound bug? now even if they found a way to do it without the trade-offs there is gonna be so much placebo damage - everyone’s thinking “i read the dev say there’s gonna be more lag to fix this bug, so there will certainly be more lag now!”

people complaining about them listening to scrubs, i guess its because its the scrubs that make up for most of the people who buy the game and will play online. that sound bug was terrible and the game should not even have been released with such a bug, imagine what all the first timer buyers would have thought when they picked it up… release version should be more ironed out than that, really don’t like modern publishers and their release now, patch later thinking.

i feel some lag in any online game is expected/acceptable - since when was online mode supposed to be for serious competition anyway? don’t the ‘pros’ meet up regularly for their fix of local action?