i agree with mvc3 being so low but ultimate is great!
and the couple of matches i played [i’m in east coast] 1 against a west coast player and it was at 183 i believe was how you would expect a match like that to be but playable he hit combos i hit combos just some spikes [i guess] here and there. i’d stay away from 100+ for randoms but if i’m just messing around with friends its fine.
the east coast person i played was great no complaints although i wish he had used para a bit better but oh wellz
So general consensus is
Instead of frameskipping like ggpoPC, they opted for game speed slowdown instead?
Seems like the more ping, the slower the gamespeed becomes. Inputs are still very responsive on 0 frame delay, and theres hardly any(none?) frameskipping or rollbacks that are present in ggpoPC and 3sOE even under high pings.
I need to test this a bit more but that seems to be my impression so far.
I wonder if Mike Z can drop a quick explaination regarding this? For the sake of curiosity.
Netcode is definately S tier under green pings but under yellow, higher pings it definately seems to act differently than ‘traditional’ ggpo netcode.
After getting a bunch of games in today here’s my 2 cents. the netcode definitely isn’t the ggpo i know and love. i had better experience with 3soe,mvc2 and even hdr. i played a lot of people varying from 30 ping to 100+. the ggpo emulator i have on the comp can still play pretty good with 100+ ping but for some reason sg one is just unplayable. even with some 60s-70s ping it was still pretty bad. i dont get it though a lot of people are saying its really good so it might just be from my end, or maybe people are letting their fan boyism take over. who knows…time will tell if it’ll get better for me. finding games are easy though
so since australia has no region specificity all the games i find are 250 ping and higher, i decided to say screw it and play a 330 ping game (for “scientific” experimentation)
lol not that i was expecting it to be anything near playable… but it was slooooow as dirt. i won, cause of my opponents incompetence on how to deal with a laggy runaway painwheel, but it was actually “more playable” than i had imagined it would be… of course had i lost i’d say it was a complete and total piece of shit… though im not planning on running anymore +300 ping games… now im looking for something in the 250 range… but i keep getting declined…
Why don’t you just add all the Australian guys in the Gamertag sharing thread? You can get in some unranked, lag free gameplay. (Personally, I’m fine with offline shenanigans until Australia gets a region. But I can see why it would be frustrating.)
Can you play EU vs US? Thats the only thing i am really interested about(since people are saying its that good and all). I respect the developers time and passion infused in this game and mad props for getting Yamane Michiru on board with the music score, but I just doubt that a game with only 8 characters will keep me interested for a long time. Playing across the ocean with US heads is something that can definitely change my mind though.
Not likely. Anything over 100 ping is not a good play experience. Anything around 60 ping feels like offline.
Anyway this game has a lot of potential, and the fact you can do 1 or 2 or 3 character teams adds another layer of playablity. It’ll keep you interesed for enough time before they start releasing DLC chars.
i literally had not thought of that…LOL. though i do have playing buddies out here that play, unfortunately we’re all split on ps3 and 360… still will be adding the aussies in that thread, thanks for the suggestion.
Sure. There is no ‘opted for slowdown’, I don’t have a clue what you’re talking about there. There’s no choice.
GGPO works like this: It stores up to 8 frames of input after the last input that came across the internet from your opponent. As long as it hears from them what they did on frame 10 by the time the game gets to frame 18, it’s all great. It will roll back to frame 10, process that input, simulate up to frame 18 again and continue. However, if it doesn’t hear from them about frame 10 by the time it gets to frame 18, it STOPS and waits until it gets frame 10’s inputs. That’s what causes the slowdown, the game occasionally gets more than 8 frames behind and waits. Getting that far behind is not just caused by super-high ping times, it is also caused by packet loss or connection speed variability regardless of ping, and packet loss/delay happens MUCH more frequently on wireless connections. Wireless suffers from interference (and other things too complicated to go into) that affect GGPO as much if not more than ping does. A lot of the worse connections in our testing came from people using the not-awesome console wireless, even if their ping is 40. (^.^)’’
I’d need an explanation from Ponder (or is it Inkblot?) if PC clients perform any differently under the same circumstances, but if they are different and it can be explained I’m sure we can do the same thing. If it does anything special, my bet is that when the PC GGPO client does delay to wait for a really old input, it simulates up to whichever frame it would reach AFTER the delay, not simply the next frame it would reach AT the delay…that would cause something that would look like frame skipping. But it maybe might drop your inputs in the intervening frames. I’d like an answer, but I’ll see if it’s simple to do that anyway, as a test to see if it is even a good idea. Who knows, maybe it’ll help.
One thing I am curious about- in terms of resources (of the console) how much of it did GGPO take? One of the common reasons for other companies not using GGPO- is they say it’s too resource intensive. How was it for you guys?
This isn’t quite true. The “choppiness” of the experience is proportional to the sum of input the input delay chosen on both sides. Over a mediocore connection, 0 frames of latency chosen on both sides will probably not be great. If one player ups their latency to 2 frames, it will improve. If both players choose 2 frames, it will get even better. If both players chose 3 frames, it will get better still!
So if you’re choosing 0 frames of latency over high latency connections, you are impacting your opponents online experience (and your own)