Netcode?

I’ve been experiencing some severe choppiness/frame skipping vs some opponents with good ping (30-50), the thing is tho, they claim to have it all smooth on their end. How does that work? I have to assume the issues is on my end, right? Or is there something i don’t know about GGPO?

Today has been the exact same thing for me, people I have 30-50 ping to end up extremely choppy and slow mid game, even if they’re playing just fine before. I got a solid 10/10mbit fiber connection, nothing else running that would fuck with the connection and this is an extremely common thing.

The good connections are extremely good, like flawless I would say. But there are way too many unstable/choppy/slowed down games in the 30-50 ping area to make any real sense. I’d prefer warping over this because at least that doesn’t fuck over your combo timing as much, the games runs in to a crawl for the whole match and I just give up because it’s so annoying trying to cope with it.

I’m in love with this game’s online, the concept of showing ping instead of “bars” that don’t actually tell you shit like most others is SO nice. Strange array of opponents though, one minute I see a 23, 37, 84, next minute I see 126, 239, and I even saw someone whose ping was 665 last night (said f*ck THAT, not even GGPO would keep that match from sucking balls).

But the majority of matches I’ve found have been under 100 ping, and only those in the 75-100 range had terribly noticable lag. Once this game gets full on lobbies and (hopefully) saveable replays I don’t think I’ll ever be able to stop playing it. Certainly blows UMvC3 and BBCS:EX’s netcodes out of the water…

Yeah when I’ve had a good connection, it feels almost like offline. It just feels so random if it’s good or not, I’ll have to experiment with the GGPO settings, I think that may be it.

Yeah honestly, this netcode feels very bad. =/

The massive slowdown is extremely jarring, and it happens no matter how good the ping is with the person. I like how SFxT has(had?) rollback, I just can’t combo when the game slows down.

Some matches are really good yeah, but that is becoming less frequent.

It’s all fine and dandy saying that GGPO is good and all but this has some major flaws that needs to be looked in to and also come to light to the people developing the game. So we might get a fix or just an explanation as to why this happens at least.

I guess it would be easy to just blame it on the connections but I don’t think it’s that simple really. My connection hasn’t caused anything like this before so I don’t know why it would start acting up now.

Are you guys on wireless? Cuz honestly 95% of my matches against people with <100 ping are playable to flawless. Did you guys set the number of frames as suggested by the game before hitting ready?

We already got an explanation. Ping doesn’t reflect connection (and more specifically, wireless!) stability; people on busy wifi connections are going to lag, even if you have a 30 ping connection to them. Good netcode can’t fix a poor network setup

Wired PS3 DMZ and this is the best fighter online not on the GGPO client itself.

God no, I’m wired of course. And as of yet i have stuck to the suggested frames.

Then I have no idea. Were your opponents the hosts? Maybe they were on wireless and at the same time busy uploading horse porn to the neighbor or something. Strange that they would claim it’s smooth while it’s not on your end though. On a long shot see if your ports are open or with proper nat settings for your console.

I’ve been hosting all my games against randoms.

When it comes to my me and my friend, both have tried hosting, and he’s using wired as well. I’ve started to tweak my network settings on the PS3 with hopes of fixing it. For what its worth we have a good connection on the PC, P2P and whatnot.

Packet loss is usually the problem. If both players are wired, low ping, and not uploading/downloading anything excessive on their home networks, then someone is suffering from packet loss. Packet loss is what usually makes online games bad, moreso than ping.

Yeah that could be it.
Is there even a way to test if there’s any packet loss on a console?

I really doubt that.

No, you need a computer to test for packetloss. Pingplotter.com has good software. It tells you ping times to every hop in your connection and if there is any packetloss. Just have it ping something simple like google.com. and have it set to refresh every 2-3 seconds. If you see any packetloss in any hop, then your connection is not very stable

Interesting that we get ping numbers instead of worthless colored bars. Does anybody know if these numbers are as accurate as regular pings? ie: do they use the ICMP protocol?

If we assume so, then we can make generalizations on how close your opponent has to be in order for the connection to be playable. So for example, if <100 ping is playable, then for me on the US east coast can’t play people on US west coast, since pinging any west coast server results in about 110-115ms, but I can play people fine from the U.K. since pinging a server in the U.K. for me is about 80ms.

You can also replicate this by simply Googling some servers in whatever location, using an ip lookup tool to verify its location, and then try a ping test. If it results in timeouts, chances are that server blocks ICMP (ping) requests, so in that case just try another server.

edit: actually you can just use this thing lol http://www.pingtest.net/
edit2: but if you use that tool, keep in mind that it tests backbone servers, so there’s much less routing involved, and therefore your ping will be slightly lower. In practice, you’ll be connected to your opponent who will most likely be on a residential isp. So for example, I just did a pingtest to two servers in LA and San Francisco, and got ~85ms, but I know for a fact that the true ping is more like 115ms. Hopefully this makes sense.

http://winmtr.net/ is a pretty decent Windows tool for testing connections, and its very configurable. Just let it run for a while (even an hour) and you’ll get very solid statistics of how every node on your route is affecting your ping and where the packets are getting dropped (preferably against the remote host that you’re having trouble connecting to, have the other person go to whatismyip.com and point it at his address).

If you want to get fancy, you can even configure the size and type of pings it sends (just don’t clobber anyone with huge packets :wtf:)

This probably won’t work because most people are behind some sort of router and/or firewall. If so, they would first have to allow (anonymous) ICMP requests, which usually isn’t enabled by default, due to security reasons.

I don’t see an option to change the ping type anywhere.

You still should get measurements for most of the route, even if the endpoint denies your pings.

My bad about the ping type though, it doesn’t have that, it only supports setting the packet size (which can be useful for diagnosing routers that only drop larger packets). Thought it had that option, guess I was using Linux ping/traceroute in combination.