The Street Fighter 3poxy Strike: Everybody at home but SF5 doesn't have Netcode

Most of P5’s Palaces are fantastic and definitely make great use of being legitimately planned.

…then you have fucking Okumura’s Palace.

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I booted SFV to have some matches with a cousin because it has been a while we played each other.
First match, i land a crush counter hit on him and by reaction i dash so i can start the combo, just to get a rollback wher he blocked and i am dashing like an idiot to his super.

Good times :rofl:

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It’s better than… pulls list.

SFV, SamSho, T7, DBFZ, 30th AC, SamSho Collection…

Geez, that thing is kinda long, let’s put it away.

While I’m going to give a pass to Capcom and ArcSys because at least both tried to make rollback netcodes, there are some problems that need to be addressed.

ArcSys was almost forced by the community to do it for Strive. They even had a beta ready with that Delay nonsense (that isn’t ideal, but kinda works I guess.)

Capcom on the other hand, made a legit attempt with SFV… but alas, lawd, what a bungle. “Don’t rush games” is a thing companies just can’t learn.

The most baffling thing is how Altimor made a patch in 2 days that made the netcode work, made it open-source, and somehow… Capcom fucked it up. They made a patch that broke what’s left of that dumb netcode.

Ya really hate to see it. :rofl:

All I’m saying is that if they need games to be built around it, then do it. Plenty of wasted chances on the market already, what’s the excuse?

Always relevant.

Rollback

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Like i have said before, outside the fgc, everyone dislikes rollback because it is anthicatartic to land a hit and get a rollback afterwards.

For most people, they start seeing a bad connection match be a lot of teleports around and they wouldnt be thinkinbg that is a bad connection, they will be thinking that the game is glitching.

The only reason why rollback is a pressing matter now, is because the communty is only starting to put real preassure on that on recent times.

Before that, while it was seen as preferable, it wasnt something that the community was vocal about.

And you maybe think that is just a matter of poaying a license, but the truth is that having GGPO before involved paying the license, and not being allowed to modify the code, any change needed would have an extra fee, and as long as the game was online, you will have to keep paying a license.

If the devs didnt want to keep paying it, they would had to remove the online component to it, or add a new one.

Most companies would prefer to make their own stuff, and being able to work on it as they see fit, rather to be forced to depend on a 3rd party for anything that could happen.

And like i said, GGPO is a not a catch all solution.
The whole logic behind it works around how 3S is designed, if your game has a lot of stuff that doesnt work with it, then you are at risk of not being able to implement it at all.

Edit

Add that people call netcodes bad for problems that are related to infrastructure and even with rollback is the same unplayable garbage, just that instead of delay, is stupid teleports.

Many of the people who complain about the netcodes dont know what a real bad netcode is.

Just look at BattleFantasia to look at a real bad netcode.

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Kagemusha is actually a good netcode, is just that SFV has a botched implementation of it.
Both MvCI (supposedly) and the Altimor patch show it can made it work great.
Although, the problem with the Altimor code, is that it fucks up for anyone not using the patch, and the crossplay component of it…

Dunno if it can work on consoles.

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I understand and partially agree with most of your post, but this part confuses me.

Is Skullgirls doing stuff that is too crazy for say, Xrd, to implement GGPO? I don’t think so.

Like, I understand wanting to do your own netcode, I really do, but sometimes, you gotta bite the bullet and try to cook up your own netcode in another game after you understand how the better option in the market works instead of pushing a bunch of games with the same trash like ArcSys did.

This is why I gave Capcom a pass. They fucked up rollback? Sure, and how. But they tried to implement it.

After SFIV, they didn’t release any delay-based FGs, at least none that I remember. They even tried to do crossplay.

Meanwhile, we have Samsho, which is a game that I don’t even bother to look at despite how interesting it is, because I know the netcode is a mess. See the point I was trying to make?

Apparently it can, but he couldn’t implement the patch on console for obvious reasons.

I wish Capcom tried to do it, that patch was really good.

You are commiting the same mistake that other people make when this subject arises.
You are assuming that is about GGPO not being able to handle crazy stuff, or the speed, or whatever.
Which is not what i am talking about.

In simple terms, GGPO works by making predictions based on what the posible next action players will make, and rollback if said prediction isnt meet, it does some other stuff, but that is the heart of it.

One of the reasons why it works so great with 3s is because this algorithm was designed to take advantage at how 3s was designed.

You reduce the number of predictions that you have to make because you have the priority system.
The more prediction outcomes that you could have in an scenario then you have more chances you have of rollbacks happening because said predictions are not being met.

SG is a game that was designed from the start around how GGPO works.
So they design the characters and the subsystems around the rules that GGPO has already set.
Any potential problem that the game could had is already mitigated because the game is designed with GGPO in mind from the start, SG is a game that from the start had online in mind.

Compare that to a game that has already its systems and mechanics designed for an offline experience.
Since you brought up GGXrd, lets talk about it.
Xrd was designed 1st and foremost for arcades, is a game designed to be played offline.
All its systems and characters are designed with that in mind.
I wouldnt proclaim that they didnt thought about online play, because i dont know, but by the time the 1st Xrd came out, ASW primary market when it came to fgs still was arcades, with consoles being the 2nd market. So it would safe to assume that designing the game around online play wasnt the top priority.

Leaving aside any licensing issue, assume that you want to implement GGPO with Xrd.
You have plenty of stuff that can throw a wrench on the prediction algorithm when having a fight.
You have the Roman Cancel System, the clashes, the danger time, the mobility options, the defensive mechanics, the risc system, and then the move sets that by themselves wouldnt be a problem, but with all the other stuff, you can and will have a lot of times where the game will be desynching and needing a rollback.

Is it impossible to implement?
Who knows, but you clearly have a lot of shit going on that probably will make the implementation not being a task that could be satisfactory, or worse, another game that could be counted as a failed attempt of implementing GGPO to it.

I think that GGPO is a brilliant solution for the game that was designed for.
And that in early stages of developing your game, you can take advantage of it, when designing the game around it.

But its strenghts are also what makes it not an easy fit for many games, once they are already out.
And it is why i say that it is better that you make your own tools to make your vision work.

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A side note, a thing that happens a lot, here and other fgc forums is that they use GGPO and rollback interchangeable.

So, assume that when someone says that GGPO wouldnt necessarily work with X or Y game, they mean that rollback wouldnt work with X or Y game, which is not what in many cases, people talk about.

Or say that X game has crazy stuff, so why Y game wouldnt work.
Ignoring how both games work in term of mechanics and how the netcode works.

You know the sad thing? A dude quit work for 6 months and gave fucking Melee a better netcode than anything Capcom has ever put out outside of maybe MvCI.

Congrats, we’re getting outpaced by fucking Smashers.

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That’s… kind of sad, really. :rofl:

Multi-million companies getting blasted by random dudes that want to put in the effort. Reminds me of a bunch of games that get modded to hell and back to fix gameplay issues.

Really puts the whole industry in a rather suspect light.

Welp… I decided to mess with extreme survival tonight.

Lord help me.

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I just had a down to the wire match with an Ibuki and I lost the set because Juri’s DP didn’t connect with her EX fake ass overhead.

FUCK SFV FUCK IBUKI HOW DID SHE Avoid THE NERF HAMMER REEEEEEEEEEEEEEEE

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Didn’t knew you still played.

Having that said ex senpusha should had worked the same way it did in SF4.In USF4 that thing was a great anti air.

When the F is SF6 ?

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It’s not like I didn’t notice, it’s just… not that impactful. It makes it easier to talk about the castle themes when they’re designed that way, and implementing actual (though basics) stealth elements is definitely better than what P4 offered, but you’re still running through dungeons and punching imaginary shadow monsters while trying to preserve energy so that you get to spend less time grinding dungeons and more time flirting with schoolgirls.
It’s the only real gameplay change though. Everything else is exactly the same. I’m not complaining either, I was just surprised just to what degree they’ve been sticking to formula.

Well, except the HUD. P5 has the best goddamn HUD ever holy shit.

P4 has the Dojimas though and is thus great. Poor Nanako gives me ALL TEH FEELS. :frowning: then again, Futaba gave me ALL TEH FEELS in P5, soo…

You had us in the first half, not gonna lie. Why did you drop off like that so steeply?

ST is great tho

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I probably did it early or too late, was a fun set literally was 2-2 1 win on each side last round I’ll look at the replay later I need to stop trying to get games in so late during the day but yeah I still play when I can

My fraud Ryu, Nerfed Karin took hard Ls while I won with Sagat lmao I don’t even know why won 1 match with Seth and dropped the ball then 2/3 with Waifu

I should have just went Juri the entire 3-4 sets oh well buff juri

Like it’s been said already.

If you make a game, you have to make it with rollback in mind from the beginning.
It’s not something you can just slap in and say your job is done now.

I see so many people demand to “just put it in!/just flick the switch to activate crossplay” without knowing how.
I read up about this, you have to basically redo the whole game if you want to implent Rollback afterwards, it’s a shitton of busywork.

That said I rather take reliable delay over shitty rollback implentations.
I played Volt in BBCF ffs and that shit was playable… then again that was Team Blue Netcode and that thing is some sort of witchcraft.

I’m sorry, I can’t hear you over my scrub Claw poking you half a screen away.