^ truth, disk defrag is a waste of time.
“However, the average access time can never be lower than a half rotation of the platters, and platter rotation (measured in rpm) is the speed characteristic of HDDs which has experienced the slowest growth over the decades (compared to data transfer rate and seek time), so minimizing the number of seeks remains beneficial in most storage-heavy applications. Defragmentation is just that: ensuring that there is at most one seek per file, counting only the seeks to non-adjacent tracks.”
Ignore haters. Defraggin is good so go ahead and defrag your HD to help your computer find those files faster, as the entire game and files are storage heavy and arent loaded into RAM or you would need 5 gigs of ram to run the game.
The game isnt perfect but it sure works well for me, and there are things you can do to help out
you poor windows users…
GFWL - burnlolz (EU)
Add me for some games if you want. My online experience so far isn’t really great. In all of the games the sound was off and in the last one I played a guy which simply teleported on my part of the screen and I couldn’t do shit. (I chose same region as me so he prob had a terribad connection)
No, the networking code really is that bad. The game is trying to interpret what’s happening based off the computer with the better connection in real time, with the ability to roll back to an earlier saved state if the two clients become desynchronized, similar to GGPO. Unlike GGPO, there’s no frame delay to compensate for higher latency. The game is constantly trying to figure out what’s happening as it happens, and because of the delay in latency, reverts to saved states sent from your opponent. These can be (and likely are) completely different from yours because of the distance involved. This is what you see and refer to as “teleporting.” If you’re not seeing any lag, it’s the luck of the draw. The networking code was adjusted for the XBox 360 and PlayStation 3 in patch 1.02 and essentially fixed the problem.
Super Street Fighter IV: Arcade Edition has networking code that slows the game down to accommodate latency. While this can lead to dropped inputs and timing errors during combos, it has the luxury of being far more stable than Street Fighter X Tekken’s as it’s currently implemented. I have no doubt that the eventual update that Capcom hammers out will fix most of the issues, but until then, they’re hemorrhaging sales because of the bad word of mouth. Frankly, I don’t blame people for saying the PC port is a steaming pile of shit. Q-LOC sat on their asses for two months doing nothing but cherry picking out the files for the 12 locked characters when they could have been keeping the client updated alongside its 360 counterpart. Instead, we got 1.00 at release and all of the wonderful bugs and show-stopping coding issues that came along with it. We *should *have been at 1.03 right out of the gate.
Way to go, Capcom.
did you expect them to do something right for a change? once again those that bought the PC version are getting the short end of the stick, and they wonder why so many people pirate it…
Super Street Fighter IV: Arcade Edition was and still is Capcom’s most commercially successful PC port. Piracy was a non-issue. The only problem was the lack of timely updates, which we can thank Q-LOC for. I doubt we’ll see Ver.2012 1.07 until Street Fighter X Tekken is brought up to date.
As for problems with the PC versions, with Capcom, we have a “chicken and the egg” situation. If we buy their games, we get delayed updates. If we don’t buy their games, they don’t prioritize updating them more quickly.
i don’t know why you keep insisting with your ignorance? storage heavy applications are databases or programs that read and write huge files (like RAW images in professional graphical editing).
SFxT is a fixed asset application that once it gets loaded into RAM, the hard disk is irrelevant.
it can make a difference even in games in some cases
http://www.disktrix.com/images/final_large.jpg
Linux distros do not need defragging, Windows OS unfortunately do.
a good defraggler can make a difference, since it provides customization regarding the MFT, Swapfile, Hibernation file, specific directories, most used files etc. moving files into the external block of a HDD speeds up loading times.
But since SFxTekken is considered lightweight in today’s standards, a defrag will have little impact in fps, unless you use a low-end PC or HDD is full.
so does anyone knows when are they gonna release DLC-s on PC (I mean colors and Alts)
anybody else have occasional fps drops even tho game is running at constant 60fps? like, i can clearly see game sometimes is not running smooth but fraps is showing stable 60fps. it happens even during offline play for me.
i play in windowed mode, wonder if thats the case
Now that the modding thread is closed, where can we ask for a texture modification for a character?
do you have VSYNC ON and FIXED framerate? if not, get on that
i have vsync forced in nvidia panel to avoid input lag and remove screen tearing, framerate is fixed
i think you can create new one, but if anybody jumps on DLC again its just gonna get locked again
if your opponent doesn’t have FIXED framerate, it doesn’t matter you have it FIXED… it overrides both to VARIABLE
i played 3 matches with same guy.
1st - okay for both
2nd - total lagfest for me
3rd - okay for both
and how to explain that? :\
i can’t… shit happens with this game (might be the netcode or the port itself) :<
i was trying to give some pointers
All I want is my red-head Asuka.
Haha, yeah. Can’t wait to customize the s**t out of my characters. For some stupid reason I’m really excited about it.