No, that is wrong. You cannot “react perfectly to every move”. Please spend longer playing ggpo.
What the ggpo client actually does, is display information exclusive to your client to you, when it is not actually happening.
This is why you can see someone pop into the air for a universal overhead, change your block direction to stand block, appear on your screen to be standing, and then be hit.
There is still a tangible delay in how your actions effect the game due to delay, these actions are simply distorted by how GGPO is coded.
GGPO’s features have tricked you perfectly into believing you were playing in a lagfree environment.
Did you really think that 0-delay actions over an internet connection existed?
TrollThis said that he would call the place ahead of time and show up only if Ric had booked the room out. It’s somewhere back a page or two. I can’t say I blame him, because he must have known something like this would happen. I also think it’s clear Ric actually didn’t hack the SRK databases for IP addresses, he was just trying to bluff him out. It’s still a pretty ridic claim though, because even if you’re right, you’re then permabanned from SRK, lol. Anyway, this isn’t any of my business, so I’ll stay out of it now. I’m just… amazed this type of thing can happen.
I’m looking forward to 3SO, but that’s because I love 3rd Strike. I don’t think it’ll make a ton of new fans, though… the game is incredibly punishing to new players and there will be lots of sharks online. It’s great for the sharks, though!
Darcius: My understanding of GGPO was that you are playing on your own local copy, but rollbacks can sometimes effect whether what you reacted to on your own local copy was in fact the “correct” state of the game. (So, for example, when you choose to stand-block, you always do it exactly on the right frame, even though the game may decide you get hit anyway due to rollbacks, as opposed to simply not stand-blocking until 5 frames later and getting hit by the overhead due to lag)
My internet is notoriously trash, so my experience with GGPO often had what you described. I just attributed it to my connection being especially rollback-y. I’d still rather play on GGPO than netcode which tries to synch up the games through input delay. I haven’t looked at the GGPO code myself, though, so my understanding may be off here. You are right in that lag is still a factor, but “on average” GGPO is a much better solution because, at its best, you will be able to react to the correct state of the game more often than the incorrect state. (That is, with input-delay solutions, the game is ALWAYS in an incorrect state, whereas with GGPO, it sometimes is, but often isn’t) I’m not naive enough to believe that GGPO is a “magic fix” for all internet problems, though. Bad connections won’t suddenly be super playable with GGPO. But I think it makes the high-end connections much better, and sways mediocre connections slightly into the realm of playable.
TrollThis didn’t go because he called in to check and see if Rik booked the room like he said he would. Rik didn’t, so Troll stayed home instead of wasting his time. Rik then invented the story about the IP tracking. I dunno but whoever TrollThis is I want to meet him… he plays Rik like a fiddle.
GGPO netcode is better than SF4 netcode but it is still pretty damn obvious you are playing online. They both become unplayable at roughly the same point - GGPO is better for local (within the same city) matches than SF is, but you still can’t play properly vs eastern Canada or California. Its up to you if time warping rollbacks or input delay is better… and this isn’t based on GGPO Third Strike either, because its implementation of GGPO sucks. GGPO Garou apparently has a “proper” implementation of it but it definitely didn’t rock my world.
While I am not a programmer, I have instead played ungodly amounts of netplay with players across north america on GGPO aswell as direct IP connect caster clients like the ones available for games like Melty Blood Act Cadenza, Akatsuki Blitzkampf, GG#R etc aswell as ones in which the direct IP connection netplay is integrated directly into the game client such as Ougon Musoukyoku and the touhou fighting games.
What you are describing as a “rollback” in action is rather in effect the result of a deceiving system which displays information that has yet to become relevant in the current gamestate. The game displays you blocking high right as soon as you hit back, when in reality you are 5 frames from actually entering a high-blocking state.
On direct IP connections, frame delay also exists, but is not obscured by some such deceptive system. By displaying the actual gamestate and not some arbitrary clientside gamestate, you will be able to experience the lag’s effect on the game firsthand and understand better how it is influencing your game. When your jump finishes when the game displays it finishing, you can get a better understanding of trip guard. When your block does not (falsely) appear to engage the same frame you input it, you gain a better understanding of the speed at which different attacks must be blocked in delay.
To access good netcode, you need to jump through hoops. You need to play games that aren’t superpopular, you need to have a computer that isn’t garbage, you need to know how to forward your ports when necessary.
I am not surprised that few players have experienced connections unfettered by deceptive and bad netcode.
EDIT: To clear up any misconceptions, frame delay still exists in GGPO games, it is simply automatically selected according to MS and is hidden from the player in this selection.
Yes, I have played muchos jewpuncher.
It is a damned shame that EN Einz PerfektWeldt is not playable here, I would play that androgynous unicorn character with the teleporting rekkas if given a second’s chance.
The new red supers also look like they add to hyping up the game, since many characters had bad supers for actually scoring damage on their opponents and now have good alternatives.
Access to a non-eyes super gives Sai the chance to achieve higher average combo damage with EX move enders more often, and allows Fritz to escape pressure without throwing away the chance to use his slow, slow startup super.
EDIT: I decided I should use this post to actually talk about the state of the game today.
In the original akatsuki blitzkampf, Blitztank was not a balanced character. He mysteriously gained and lost superarmor at random times and was just a fucked up character in general.
Later versions rectified this, and he became a much more normal character in Aufs. Ausch.
Akatsuki blitzkampf is a fun game to play because of it’s simplicity. It starts from the SF2 level of simplicity and adds features that later versions of Street Fighter failed to, ones that increase the depth of play.
Air blocking. Parries with recovery on whiff. Guard crushes, Guard breaks. Cool zoning options, like murakumo’s mines. Divekicks that let you control the rate of descent during a jumpin to trick people’s parry attempts. Additional damage for counterhits and back attacks. Gatlings that actually improve the characters and allow for more frametraps. Overheads that you can combo off of with other things than supers.
Game is boss.
EDIT: his beam super isn’t broke I just like to bitch
Cause 3s is one of the best SFs and it has GGPO. GGPO quality connection with the internet connection I have will make almost every game feel like playing in person. MK hyped went down when the online turned out to be garbage so it hard to improve with such a laggy connection.
No call was ever made, no one called in about anything actually. Once again you have no clue what your talking about.
And you have nothing to do with any of this so stop posting about it to appear relevant. Also for the record I happen to know the managers at HT (quite well) and asked them to let me know about anyone who called in asking about the room.
If you are such good chums with the managers how come you could never secure that location as a venue for casuals or a tournament without a $50 entry fee and getting a cattle prod stuck inside every players anus?
Just admit you were scared and bluffing and we will all drop it and move on please.
Just a head up guys. Games on Demand version of SSF4 didnt get the last mandatory update and thus the AE download wont work with it, figured I would save you guys the issues im having if any of you have the GOD version