I bet Capcom intentionally shut down the servers for Sunday and postponing the beta altogether because they didn’t want to take viewers away from Summer Games Done Quick which they’re also sponsoring.
It’s too bad that the beta was kind of the only preorder bonus for buying the game early.
Making the beta part of multiple incentives (you get this, this, this, and access to the beta) might have allowed them to do the test multiple times and fix the problems without all of the outrage.
I’m a fan of Vesper. That other guy Killey had some things I disagreed with though.
It doesn’t matter what is going on in the background, that data is not being sent over the server. That stuff is all local. The only data being sent over the server is the opponents moves. There is no reason to send the data of the background over the server since the same exact thing is happening on both clients.
I personally thought the netcode was definitely “playable”. He said it wasn’t even playable in it’s current state, which I disagree with big time. Out of my 10 matches, 2 of them were bad with obvious rollbacks throughout. The others felt pretty damn good, although I also wasn’t sure if some of the weirdness I was feeling had to do with me using a pad and feeling handicapped with it. But in it’s current state, it’s 100% better than SF4 online is, so it’s off to a great start. He also did mention that maybe he just was connected with people far away and who weren’t supposed to be in the beta, so there is that too.
I was actually on wifi the whole time I played it. I just have my PS4 up in the living room with an evo monitor I pull out from behind the couch for the time being. Never even tried it wired.
I’m a big fan of Vesper/Killey too and watched the majority of their streams during the beta period however I also disagree.
Vesper definitely seemed more positive towards the netcode and from his matches that I watched it seemed fine. Maybe it wasn’t quite coming across on the stream but I didn’t see any real problems. Killey did play his matches at home off stream so maybe he was just unlucky.
I managed to play roughly 20 matches and would definitely say that the game was more than playable online and a huge improvement over SFIV’s netcode.
It played pretty good for me the few matches I got. I had better matches in sf4 but I’ve also had way worse and more frequently worse ones so I’m positive about it. Only issue I had was in training room honestly where I had some major slow down for about a min before it went back to normal.
I figured that vesper and killey couldn’t really get a feel for the netcode because they where playing from canada. During the time where it was supposed to be NA only Canada was not included. So most of the opponents where from a different country which made the connection even less stable the it already was.
Had about 10 matches, 3 or 4 were rather laggy and had constant rollbacks, but the others felt pretty smooth. When the connections were good the delay felt pretty nice and not as heavy as it usually does in SFIV or MKX.
The 2 frame buffer should help with landing links online in suboptimal connections which I assume is one of the reasons they added the buffer in to begin with. That way even if their netcode isn’t the best ever they still won’t have to worry about people trying to fit combos into 1 frame holes that they must adjust for on and offline.
Maybe it’s different when it’s peer-to-peer but there’s been several fighters where more intensive background stages has caused additional lag to a match.
People are going to have different experiences with the netcode and will have different definitions of playable. If I’m seeing the character models jumping around and I’m having difficulty landing links then for me the net code experience wasn’t good. There was about 3 matches where the matches felt smooth. However, there are too many variables in our short time with the online that could play a factor as to why the matches I played were laggy.
I also said that it was definitely better than delay based net code because even in the laggy matches I had in SFV I could still anti-air on reaction consistently rather than what happens normally in delay based net code. That alone is a significant improvement over other FG net codes.
Yeah I hear ya. Definitely not saying your opinion is wrong or anything, just that I had different experiences with it online. To me SF4 was “playable” in a good connection, but after playing Killer Instinct online the past 2 years, I’d consider SF4 “unplayable” at this point because of how delayed it now feels. I would still play it online, but I mean it just feels like I’m underwater now.
But SF5, in the good connections I had, was definitely better than SF4 in it’s best conditions. It’s still not KI good, but I hope it can get there before launch.
I also thought that the “lag” caused by a lot of stuff going on in the background wasn’t due to the data being sent over the network, but more the GPU simply not being able to keep up with everything going on in the game and possibly trying to compute all of the data coming back from the servers, although really, character data is NOT that much data when you get down to the nitty gritty of it.
Which is extremely unlikely so we’re good to go I think. They had a lot more problems than they thought, but neither SFIV or SFxT launched with any really severe game/server crashing issues so this is just us testing something really early.
I thought SFV felt pretty good in the final hour and a 1/2 before the server shutdown, and I had a lot of doubt after playing KI online that Capcom would be able to at least match those standards, but they’re definitely on the right track.
Was able to get 17-20 matches iirc, and the game ran really really well. I only had 1 match against a Cammy where the game went full hopeless rollback.
I guess worth noting that I was playing on wired, had my X1 on with KI, twitch on the snap feature, while I was watching HBO GO on my 360 lol, and it still ran great for me aside from the 1 cammy match