DSP does not have a point in the context of this thread: HD Remix!
These supposed “limitations” of GGPO are a consequence of it running on a PC. As Ponder mentioned, there are no router/USB settings that make the GGPO algo run better. All of these are non-issues on a console that is already setup to run on XBox Live or PSN.
Let’s bring this thread back to discussion that is helpful to Capcom: how are they doing with the beta, and what feedback do you have to help them improve the quality of the game.
I agree. I kinda like HF’s system also. At least when it slows down you have an oppertunity to adjust instead of getting suprised. I’d kinda like to see a lockstep toggle in th final HD.
I honestly have no idea how people can choose slowdown and input lag over GGPO style netcoding. I haven’t played the beta, maybe it really is bad enough to make people say such things?
I wouldn’t say we prefer slowdown. I haven’t played GGPO, so I will assume that it is like playing offline with a friend.
SSF2T HDR, however, is different. It does a lot of great things, but sometimes the masking of a bad connection really throws me off. If I have a bad connection in Hyper Fighting, I know it. In HDR I can play well one second, then be really off the next.
As I said in my previous post, I have played quite a few games, but many were against the same people. I will have a better picture of the online system once I play more people online.
Plus I am in Canada, so I realize that not all my connections will be fantastic. I have also played many Hyper Fighting games up here though, so those statements in that regard don’t change.
I’m not a stickler for the art, but by god does it look like he is facing away from us and looking over his shoulder. I think it’s because of how his neck connects to his shoulder. It’s not in front of the trapezius, so it gives the illusion of looking at his back.
…and they could just erase that ear altogether and no one would be the wiser.
Not to leap on this bandwagon, but that portrait is very confusing. I’m tossing these crits out to help the Udon/Capcom people reading this: The trapezius is being hinted at being in front of the neck muscles, which would make visual sense if his back was facing us. The pecks/teres grouping (depending on which way he is facing) looks strange no matter what it is supposed to be. It may be the pose he is in that is causing problems. The hand makes sense if his chest is facing us…but there are too many visual cues that are making me think his back is facing us instead.
Obviously, my theme here is clarity. Especially in the main body. The piece is throwing mixed signals at the viewer. Just my 2 cents. I work in Emeryville…so if you want a spare hand… :wgrin:
I think that ‘thing’ in the center of his back/check is supposed to be the sterno-clidoid mastoid (?? been a long time since anatomy) meeting the clavicle. If it were, there should be shading showing the indentation just to the upper right of it and lightening as it goes up or right, and shading definition of the right hand clavicle. In that pose, I’d expect the right trapezius to be no where near as prominent.
And the ears. Jesus, that pic needs redone. I’d be surprised if Udon did that.