I had a positive experience playing online on my wireless connection. I know, I know, wireless play is bad, but current circumstances don’t allow me to go wired. I really want to go wired.
Cable throughput is good quite often. But throughput is not latency.
That said, I don’t think the connection would be the cause of your problems, that was more a general tech note for people who want the best connection for gaming.
Don’t really know how to go about finding the problem you’re seeing though. I guess you could check your console at some other location to see if the online is better there, to see if its the console or the connection (or try someone elses console with your connection).
Another thing could be checking the connection to whoever you have problems connecting to, using eg. http://winmtr.net/ . One potential problemcauser I’ve seen is ISPs / router’s that shape UDP traffic harshly, which makes the connection for games jittery due to packet loss, but if other games run fine, that shouldn’t be the case.
I’ll admit my knowledge about networking is lacking but speedtest and pingtest results i posted are really good.
funny thing is, I played sharizord and we had pretty massive slowdown. then I suggested we try out HDR and we ended up playing for about 3 hours straight.
I just have to reiterate what a huge issue this netcode is. For my Fortune/Parasoul team, the strongest Peacock/Double teams are nearly impossible to beat because if I ever drop a combo the entire round is over pretty much. It’s extremely hard just to get that first opening that you have to capitalize to the maximum on every one.
Why isn’t there some form of rollback? That way you can maintain game speed and still have things accurate. Sure you might have some mistaken hit confirms, but id imagine that with how many hits you can do to hit confirm, this shouldn’t be a huge issue.
As is it is very frustrating. I am starting to get a real grasp on Ms. Fortune combos, we’re talking relaunches into omnom into ground loops into relaunches, just madness. Every time the game lags up I drop the combo i am currently or about to do. This happens constantly.
The game uses GGPO, which is THE rollback netcode.
I don’t know if there’s some other problem causing slowdown though, for me it happens only when the connection is so bad that GGPO can’t do anything about it.
Netcode is amazing.
Well it never seems to rollback for me, just lag. =/
Do you go with the recommended latency?
If you have played a lot of people with less than 80 ping and you still lag, then it’s probably your internet. Test your jitter on http://www.pingtest.net/ . If your jitter is greater than 20ms, then it’s your ISP.
People need to stop assuming that it’s the user’s fault. Sure, often it -is- the user’s fault, but the amount of feedback suggests there might be other problems going on.
We’ve yet to see a “perfect” implementation of GGPO on any console game (I think?), so it’s quite possible that SG has some bug that needs to be fixed, that only appears due to certain conditions.
At the very least, if the game is going to go into slow-down mode due to some internet problem, the game needs to provide meaningful feedback to the player so they understand why it’s happening. So the current state of affairs is not good.
And what if those tests come out clean?
I’m starting to run out of ideas at least, since you even mentioned that another GGPO game runs ok against the same person. Is online Skullgirls slow for you always, or only against specific people? I’m trying to think if Skullgirls could be different somehow from other GGPO games, like does it need to transfer more data (it shouldn’t, considering you’re just transmitting the inputs).
You could use http://winmtr.net against the IP address of the guy you were having problems playing (he should go to http://whatismyip.com and tell you his IP), if you have a Windows PC available. You can post a screenshot of the program after it was running for 10min or so. It might show something that pingtest doesn’t catch.
But that shouldn’t matter, if another GGPO game works fine for you, unless there’s some really odd bug in Skullgirls.
I’m assuming neither of you is running on a 50Hz PAL monitor?
I’ve been getting a lot of slowdowns in my online games, as well as dropped inputs. I can’t tell people the number of times I’ve lost games due to dropped inputs.
its not just between me and sharizord. it was just an example.
anyways today I had a mix of good and bad matches. had a long ass session with one guy, started lagging. rebooted my xbox360, lag was gone :S
TThe variable slowdown and input drops has been getting worse and worse for me sionce the game dropped. It’s often unplayable
its really hard to accept ALL feed back on this topic. Mainly because whenever net play is brought up, someone always says I run games just fine on my wireless connection and I play from Florida to Cambodia with no lag!! sf4 is great online guys!! when we all know that simply isn’t the case.
I’ve tested this game with at&t, and 2 internet packs from cox cable. Ran 3 systems for the test, to the same opponent locally who I knew was on a stable connection and the game didn’t fuck up @ all. Even fucked it up by running youtube over the shared connection to test the lag effects too.
I think its important to point out that GGPO is p2p so your opponents connection matters too. When I did the test locally, my friend was running on a shared network but wired in so I told him to unplug the ethernet cord giving his router the signal and to plug that into his system. I even knew what net pack deal he got from cox cable. Do you guys go to the same lengths to ensure quality connections?
I read something that ponder posted up and it was that if you have problems with connections, you and your friends can crank up the input delay as a group effort. If I put mine @ 1, it gets better. If my friend puts his @ 1 too, it gets even better. If you have specific lag problems with someone make sure both parties try it @ 1 and if that doesn’t work try 2
I’ve been using GGPO stuff for 5 years now and when I know my opponent is in a playable distance with a optimal setup, the connection is just fine.
its good to know what your opponents setup is. If he is playing on a shared router, it can randomly slow down because someone in another room could literally use the computer for 30 seconds.
Can anybody verify if Skullgirls uses p2p or are both players connected to each other through some XBL server?
pretty sure GGPO is p2p
GGPO is P2P.
I’ve had generally either really good matches or really bad matches. I wonder if people are putting their GGPO settings down to zero because they have “awesome internet.” I say this because some of the laggiest shit I have played is with pings around 60-70. Meanwhile I’ve had plenty of matches around 90 or so that are totally playable.
EDIT: BTW I have pretty decent and not wireless internet. Usually just play with the setting on 2 or 3