USF4-PC on Steam is SUPERB NOW? *GASP*

so this port was outsourced to a Polish dev crew named QLOC?
ah,
now it all makes sense.

How many Poles does it take to screw up a SF port?

Check the link I posted yesterday for more answers to questions including details on what the next patch is likely to include.

I have now gotten (and shared) some answers regarding netcode.

QLOC made the AE GFWL version too

anyway, i always wondered why the Leaderboards on Steam AE load so hard or give errors on loading data
turns out the game connects to this IP from China to download leaderboard data: http://www.geoiptool.com/en/?IP=221.6.100.186

wtf?

IF USFxPC is as laggy as it is now, I’m going to have to wait a lil for them to attempt another fix…or just wait until they release the universal patch

Only if theres a lot of bad press will they fix anything. Capcom always does the minimal effort.

you didn’t get any answers whatsoever regarding netcode.
none.

I got what I could out of him. Can’t get out of him what he can’t or won’t share. (In this case it’s because he is not up-to-date with what Qloc are fixing)
Better that he says very little then to say something and turn out wrong :wink:
At the very least we got confirmation on a few other things out of it.

its ok cuz he has nothing to do with the problem. he’s a Steam/Valve employee and there’s nothing he+Valve can do about the lag problem.
the problem isn’t really the netcode since the game lags offline.
its whatever gamecoding the devs & porters did.

I figured wbacon is a Capcom community manager or some such. He doesn’t really sit in a Capcom office or anything, but he’s also not a random Valve employee wandering the forums.

don’t know if you guys have seen this post in steam…

*Then I found out that even tho I DMZ’d my machine I was actually behind a router on the ISP side, called them and asked them to remove me from their router and give me my own public IP that isn’t firewalled by them.

Spent the entire day yesterday playing pretty much lagfree with people from all over Europe.

This might be worth checking out for some of you who has this issue. Basically use a tool like portforward one to see if the ports you opened are ACTUALLY open and not blocked by your ISP still.*

steamcommunity.com/app/45760/discussions/0/34093781810955272/

me personally I wouldn’t go that far since I’m pretty sure those things are extra $$, but it’s something. I have my ultra preorded so I’ll be jumping in for better or worse this weekend

Christ, some people really are desperate to come up with anything. Even by his own admission he still gets the same problem, so he’s just confusing correlation with causation, like some other guy there said.

I also have no idea what he even did. I was actually behind a router on the ISP side, called them and asked them to remove me from their router and give me my own public IP that isn’t firewalled by them - What?

Voucher code for 25% off the steam version over at Green Man Gaming.

WAT399-HZSWBT-IWXJWB

Brings it down to just over $11. I laughed when I opened the email, because it calls it Ultimate Street Fighter 4.

i played on Xbox live just a few hours ago, its not better than PC, but because there are so many noobs with bad settings on PC it make it look worse , i also noticed some random short slowdown even offline

i think i figured it out!

while the online gameplay is p2p between players, you still have some active connections with the matchmaking server in the background

Capcom’s PC matchmaking server is in China (leaderboards and ranked queries get data from this IP: 221.6.100.186). i ping 430ms with some packet loss to that address…

which explains why “Unable to join” is displayed so late or why the response time on match queries/filters is so weird… sometimes when performing a search, it doesn’t do anything and after a while the UI gets sped up like crazy to catch up for the time it was inactive

so i guess Capcom cheaped out on their server backend locating it in China. with the GFWL version the server was tied to Microsoft’s XBL/GWL combo infrastructure, which no matter how shitty GFWL was as an interface… the connectivity was godlike as with everything Microsoft and their global reach.

this might also explain why PSN is so ass.

You’re spot on.

Just to show how in the dark he can be with some things…
He once told me that RE4UHD was going to receive a patch in approx 24 hours. 5 minutes later Valve flipped the switch to make the patch active.

what the hell, servers in china ? isnt there cheap ass servers in EU/US ? this is retarded, why isnt Steam hosting the leader boards and matchmaking server to begin with ?

Because Capcom didn’t pay for servers in Washington.

doesn’t explain for the offline lag or the USF4 ‘waiting for players’ lag on xbox360 though.

China? You’ve got to be kidding me…No, really - why isn’t Steam taking care of that?

Ehmagerd.

Valve/Steam doesn’t force you to use their hosting for matchmaking/leadeboards, besides that requires full integration with the Steam SDK.

so QLOC/Capcom just tied the game with the Steam contacts system and kept everything as before. except the matchmaking server had to be moved from Microsoft’s infrastructure to god knows where in China…