It sucks to know Capcom only used rollback on SFxT cause of the 2 v 2 format. I hope they refine that netcode on to their next fighter.

If they can surpass MvC2 and SFxT they will outdo themselves.

SFIV netcode is only good within a small state or a small country running on a good connection. In the US, coast to coast connections are never ever similar to offline no matter how people might think.

I live in Puerto Rico and SFIV online definitely on semi long distance connections is exposed as a flawed model.

Do I play on it? Sure…but it is after conditioning and actually acknowledging the fact I can only practice certain aspects of my gameplay on that netcode. If you have that mindset it does an OK job for practicing. If you think you are gonna start beasting offline when playing SFIV online for too long…Boy are you in for a rude awakening…

MvC3 is definitely unplayable online for me even on a local connection. Input delay netcode is useless for a fast fighting game…

SCV by far out of the games that I’ve played. BB is another one but I don’t have a lot of experience from those games.
SSFIV is a bit of a disappointment, there’s issues even when playing against opponents in the same region (Finland, small country and blabla) with everyone having a good/super connection. Might be PC related though. (even on a high-end rig)

Well the problem we have here in Finland is that everyone’s on DSL and the low upload speed makes everything laggy. I have a 100/100 connection since I live in a student apartment and honestly I get better connections against even some people in the US than I get against other people from Finland.

Though in best cases PC is definitely better than what I’ve experienced on PSN every connection that isn’t green bars is horrible and unstable. I find that it’s almost unbearable to be hosting matches on PC since it shows almost every player is green bars when they join your room but after a match almost always it changes to yellow and the matches are really laggy. At least on PSN the yellow bars are mostly solid as long as you avoid playing people that are too far from you.

I dont think upload speed is to blame. It’s latency and Internet usage. If people are consuming more bandwidth that they can handle it will start lagging. My upload speed is horrible but I have good latency so it doesn’t lag that much other than distance lag. Of course, I recognize the limits of my bandwidth and I don’t do anything heavy while I am playing. For the love of, Please people need to get off torrents and wireless while playing online.

ggpo (cps2, neogeo) and ttt2

I don’t get why everyone seems to love rollback netcode. Rollbacks ruin hit confirms, the sound glitches can throw you off horribly, and losing due to having a vital move being rolled back is the most infuriating shit ever.

I especially hate the warping and teleporting that happens in rollback code.

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Because

  1. It’s been shown to be really smooth.
  2. Rollbacks are better than input lag.
  3. If you disagree with 2, you can set your delay up so it won’t rollback and you’ll get input delay instead. Everyone wins.

Putting aside the fact that your statement on rollback netcode being smooth is debatable, getting to chose between heavy rollbacks or input delay is like choosing between a turd sandwich or a turd burger. Both options suck.

How about a netcode that doesn’t screw over the player mid-match, but finds ways to compensate for lag at times when it won’t affect gameplay? That seems to be what Namco has been trying as of late.

What does Namco do when it starts to lag? Also, no one’s linked this yet so

The netcode of Soul Calibur 5 and Tekken Tag 2 resyncs the connection at the start of every round, and changes settings to what it deems optimal for the connection. It seems to work well enough, though no amount of technical wizardry can fix a truly shitty connection.

In 3SOE for sure, but that port was botched in many ways including netcode. Every other fighter that uses Rollback netcode is universally agreed to have really smooth online.

That doesn’t answer my question though. When it starts to lag, what happens?

You’ll notice a brief period of slowdown, maybe some frame skipping, as the game tries to adjust setting to compensate. That’s if the connection suddenly starts to lag real bad or something, though, otherwise you’d barely notice it.

So it causes slow down and frame skips both. How’s that better than GGPO?

[media=youtube]Q5lrSl2hi5E[/media]

That’s how.

That doesn’t answer my question. All you did was show a rollback in action. You’ve said that when lag kicks in on TT2, it not only skips frames, but it also starts causing input lag. That sounds terrible. With ggpo, only one, as opposed to two bad things happening, will happen. And you have a good choice in the matter. If you hate input lag messing up your stuff, you can do rollbacks. If you hate rollbacks making the game seem less smooth, you can put more input lag. And regardless of what you choose, GGPO has still been shown to work very well when it’s been used. I’ve heard of no one complaining about it who’s actually used it. On top of that, I’ve never even seen rollbacks unless it was on a bad connection, so it’s not like it happens all the time.

I did answer your question. Tekken Tag 2 doesn’t take back your attacks and go “LOL sorry you didn’t actually do that, enjoy your loss. Better luck next time.”

And GGPO also has delayed inputs, and frame skipping out the wazoo. No slowdowns, though, so I’ll give you that. Yes, I have used GGPO to play several games (alpha 3, some KoF, ST, D&D shadows over mystria, and Final fight.), and I am of the opinion that GGPO is crap.

But don’t take my word for it. Ask Renic:
[media=youtube]HyGCP8Akg98[/media]

GGPO uses rollback netcode but in such a way that you won’t even notice a rollback is occurring unless you are playing someone with a bad connection.

Also make sure you aren’t using wireless.

I’m more than happy to admit that when GGPO is played on a good connection, it’s amazing.

But when it gets bad, it gets BAD.