I know I say this every time you show up, but
Who’s the greatest?!
I know I say this every time you show up, but
Who’s the greatest?!
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there is no point in learning a dead game when there are plenty of good contemporary games to learn and play that have thriving communities. i only use ggpo every once in a while to play games i already know that i used to play. it would take so long to actually have fun matches if you just arbitrarily download ggpo and hop in the ST or 98 room, even moreso in rooms with a more niche/hardcore community like VS and MOTW.
and yet people need to go back and play those dead games because contemporary games just happen to fucking suck on the netcode side.
the other day as promised I logged on ggpo and played a couple of matches with 2 different players in the kof 98 room. Man seriously those two matches beat the hell out of whatever I had on kof xiii online. Better players,better match making, no input lag and on a wireless connection?!. GGPO is that good!
you have to wonder WTF those big ass companies are doing if a single man can make better netcode than them
Given that licensed versions of the same software on console also don’t work as well, I suspect it has a lot to do with the differences between PC’s and Consoles.
It’s more about available system resources. Saving and rolling back states isn’t a big deal when you’re talking about a 15 year old game. It’s a little more challenging when you’re using the latest iteration of Unreal on a 7 year old console, you just don’t have the same resources at your disposal. Also, there might be issues with your code infrastructure and it might not be so happy with changing the state of the game whenever there’s a slight network slowdown.
As other people have said, if GGPO or a similar system was ALWAYS the answer, it would ALWAYS be used. Engineers generally aren’t stupid people, and if the issue was as black v. white as it is often presented here, they wouldn’t continue to hammer away at networking code when there is an obvious solution.
edit: Using Unreal as an example was by no means suggesting that modern fighting games are, indeed, using the latest version of Unreal. Kinda sad that I feel it’s necessary to include that disclaimer, but I sensed a off-topic-bonanza following this post.
Why do you guys nuthug ggpo and online play like its the second coming of jesus
didn’t mike Z already tell you that it doesn’t matter? and he’s proven it with skullgirls. Put your shit argument down please. You’ve been told by a developer who put out a game with fantastic online that it works really well. Your argument is fictional with no merit.
I don’t know why you keep bringing that retarded ass argument up. GGPO works on console VERY well. I’ve played skullgirls online under the right circumstances, its fucking amazing and sfxt online was also very well done. Roll back\GGPO net code does work on consoles. Have you even tried those games online?
MikeZ, who has clearly shown himself to be a master of managing system resources? (lol)
Xes, who worked on countless games Online. Is extremely experienced vs someone who actually put out a game with good online. (lol)
A game that ran crappily for a good share of its users and lacked features due to memory management issues , rather.
You don’t have to like it, but that doesn’t make it not true.
Anyways, I’d never read mike’s supposed refutation of the idea that system differences matter (so somebody feel free to link if if they remember where it was). Not that that’s exactly what I said anyways, GGPO on PC works better than most if not all games that used GGPO on console. That’s reasonable, if circumstantial evidence that there might be some difference between the system types that causes it.
Or alternatively, it could be what ilthuain said a bit above, about the differences in available system resources and game demands.
I hear you out man, lemme install GGPO on UMVC3… kappa
But they don’t build it from the ground up. Most of the netcode is taken from existing games and the tweaked.
GGPO netcode is the best but KoFXIII is the only contemporary game that has unplayable netcode IMO. And I have quite low tolerance for input delay when it comes to fighting game netplay. If you’re more sensitive than me, play offline then!
for the second question: i am not familiar with programming at all but i would have to say that theoretically it would be much easier to write netcode for games that were running on arcade boards 14+ years ago compared to games that are using exponential amounts of resources. i am not excusing the fact that it could be better though, Soul Calibur 5’s netcode is close to flawless, and it’s graphically breathtaking.
hmm, i think you’re confusing load time with netplay. when you finally get in a game it runs smooth as fuck.
It all ties together, though. The game severely strains the resources of the systems it runs (esp. Xbox, and double esp. old harddrive xboxes), and so, he might not be as knowledgable about (or skilled with) system resources as to allow an appeal to authority.
Again though, I don’t actually remember the post he’s referring to, so maybe he had a different difference between PC’s and Consoles that he was saying didn’t matter (there are quite a number of them)
So he doesn’t know if it’d be different or not anyways ><
Something else that struck me out of that thread though, a guy repeatedly saying that you couldn’t rate a games netcode better than a C- regardless of whether the online experience was excellent or not. That illustrates a pretty basic problem with having this discussion
People want to play games they actually have a chance in lol.
I use GGPO and I don’t just play the titles listed when I use it. Anyone up for some Pocket Fighter lol?
GGPO **IS **the best things for online fighters and you have to be either ignorant or a compete moron for denying that. The issue is that people don’t learn what GGPO does and assume that its supposed to be traditional lag free which is nonsense. It tweaks your input lag/rollback efficient according to what ping strength the online match has. Here is this article from Mike Z to educate some people on the concept so they don’t look like they are talking out of their ass
.
yea, some people know more about this shit than others. Part of the reason we haven’t moved forward is because a lot of the Capcomunity members actually praise sf4\umvc3 online. When the majority of your customers aren’t complaining why change? I find it incredibly funny that DLC on disc got adressed before net-play since the majority of their casual players that post on unity weren’t happy.
Capcom knows the shit they use is old as fuck and since the majority isn’t complaining, there isn’t a need to upgrade. They actually know better otherwise why even try to do it in sfxt.
It basically boils down to if people complain enough, it’ll get fixed. Which is something that a bad company does IMO. Good companies stay ahead of the curve and realize where the games will go and get there first. Not let other games\developers get their first then they adjust.