Julpero
39
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.
EMR
40
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.
cygnus
41
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.
Sent from my HTC VLE_U using Tapatalk 2
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.
rayplay
46
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]
Emil
55
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.
That video seems like Renic just being angry without giving valid reasons (aka whining). If the game keeps rolling back, stop picking connections with 500+ ping. The only problem I ever saw when I played on GGPO was black bars at times, which is solved by just resetting. I’ve never noticed delayed inputs unless I set my delay up, and no rollbacks unless I played a bad connection. I’d rather the game not delay my inputs when it starts lagging to, which TT2 doesn’t do according to you.
What game doesn’t?
Grublet
58
GGPO is crap? News to me.