Vega: SSF4 2012: Apology Edition

Why are so many people whining about the cost of a new revision? I spent hundreds (thousands) of hours with the SF4 series alone since release and I would be willing to pay $60 for a new revision with balancing and new chars/features. I get way more value out of that than buying any other stupid Xbox / PS3 game that you can put it back in your closet after 10h of gameplay…

Nobody is whining just stating the truth.

yeah but SF5 isnt happening till next gen consoles…

SF2 happened after SNES and Genesis was released (expanded with CE, Turbo (HF), Super, and ST)
SFA happened after PSX and Saturn was released (expanded with A2, A2 gold, A3, A3 upper, A3 max)
SF3 happened after PS2 and Dreamcast was released (expanded … well only 3s was on consoles so wasnt really expanded since SF3 and 2i wasnt released in America that i know of)
SF4 happened after PS3 and Xbox 360 was released (expanded with Super, and AE)

Notice the pattern? They stick with the series as long as it’s on the same console. On the next gen console they move onto the sequel.

Besides… VG companies are almost maxxing out the ps3’s processing capability and graphics capability, so i forsee next gen consoles being announced before the end of 2012.

I’ve only been at it for a couple months and I already feel like I’ve gotten my moneys worth with Vanilla that I bought on a whim from XBL, which ultimately led me to throw down on a fightstick and AE.

and next gen console will be sold outrageously expensive until 2015 because they will feature spearhead 2015 technology while being build in 2012 and capcom won’t release SF5 before 2014 when enough people have a next gen console at home, but maybe it will be around in arcades by 2013.

More seriously what do you expect from SFV, SFIII and SFA had horrid graphics and game engine SFIV was a much needed fresh coating of paint on the license, what is SFV having
sterescopic 3D >> PC version has it on SFIV.
120HZ gameengine and smoother animation >> no biggy SC1 has only 30fps and yet animation and gameplay kick ass
better netcode, always appreciated but nobiggy netspeed is going up for all franchises
1000Hz input controller and faster/lighter wireless >> no biggy.

It is not really like First person shooters where console are on their knees pulling a laughable 50 Fps with 3d rendering engines already optimized to the limit and half the accessory eyecandies chopped off.

for it’s day SF has always been at par in graphics. There’s only so much you can do with the resolution you have to work with. SF3 was a bit on the low end but that’s it.

Next gen consoles will probably do away with disc media completely and have all games go through the PSN store or XBL store (i don’t count PC as a console) being downloaded. The ram will be upgraded (PS3 working on 512MB currently with 256MB in VRAM), the processor will be upgraded, how the processor processes will be upgraded (cause currently it’s pretty inefficient for a multicore processor). The resolution probably wont change, but the capabilities for software designers will, meaning more graphics, more effects, more things going on at once, etc. I think sony learned it’s lesson with the $500 release price tag. I think it’ll max out at about $400 on release.

don’t let the 3rd strike fan boys hear you. they will lynch you for saying truth.

BTW, I forsee a SF game that is much much faster, with out it being as choppy as SF2. Those animations felt and looked so choppy. I also forsee more Dragonball Z stuff in this game.

One of the reasons why I think SF4 is as slow is because too make the game faster, and look as fluid, you would have to put more FPS than there to ensure that its not choopy. I don’t think Xbox can handle that.

Marvel 3 is a downgraded engine SF4 engine. there aren’t as many details in those characters as there are in SF4. Is Marvel somewhat cell shaded?

Im just tired of them not helping the vega players out. vega only need 1 of these two things, either

  1. make him hop of the wall faster when he does his wall dive because its tooo slow and all you had to do is wait half a sec and jump round house every time.

  2. make his EX Scarlet terror have good priority so that way people can respect his wake up game a little more when he has meter because with or without his antiair is beyond crappy.

all he really has going for him is a annoying poke. THATS IT. no crazy block strings, or juggle/combos to ultra. im just saying make him feel like a BOSS character like he is suppose to feel insted of feeling like a B***H character. any opinions? im not complaining or being salty or nothing but im just saying theres only like 3 pro vegas out there and thats sad. i see more dans and hakans then vega bro wtf?

There will be no next gen consoles nowhere anytime soon everything is already updating into te current systems now these are the perfect consoles right now what more can they do into a new model console?..

Years ago I said what I wanted on vanillia vega was free juggle state on his neutral j. Rh. That remains all I really want, although the buffs they gave him in super were really well thought out. Even the nerfs in ae made Good sense, though I didn’t like them.

like i said… developers are already starting to max out the performance of the current gen systems. Capcom has hit the limit with SFxT. GT5 is up there too.

i mean face it. They’re working with 512MB of ram… and 256MB of VRAM… that ALONE is good enough reason to upgrade the hardware.

Sony wants a 10 year lifecycle but so far it’s averaged 5 years per console on average

85-90 NES
90-95 Genesis, SNES
95-2000 Saturn, PSX, N64
2000-2006 PS2, Dreamcast, Xbox
2006-present PS3, 360, Wii

And that’s still not to say that they’ll just stop supporting the current consoles completely. PS2 was going strong for about 7-8 years overlapping the PS3. Next near marks the 6 year spot. And once Sony upgrades you know Microsoft is going to follow suit.

btw… just fyi but sony hired a new senior video game console engineer for the purpose of starting development on the PS4 and the PSP2 (or Vita as it’s called now)

as for how much further people can go. Untill things in animation look indistinguishable from real life, they can always up the graphics.

SFIV is never going to look really better

the only thing that holds sfiv from looking really badass is that it was made to run steadily on console( unlike tekken 6 which freezes everynow and then).

most high end PC can render more than 400 frames of SFIVAE in full detail per second, so even in stereoscopic 3D there was plenty leeway to add a bit more eye candy.

60Hz is already very good for the eye, 120Hz is technically the ‘desired’ refresh rate as it allows to produce a flow of movement the eye takes for real and the next cap would be something like 300Hz so we have stereoscopic 150Hz.

but SFIV choppiness doesn’t really come from 60hz frame per second, the problem are poorly connected animation, when you wake up standing and you do a just frame slide there are 0 frames to smooth the motion between your chartacter fully standing and the first frame of animation with youtr character crouched. and that looks choppy it would still be choppy with 600fps.

what it need is smoothing ,eitehr by interpolation in the taste of ‘motion blur’ where your last frame of standing is distorted to match better with the first frame of the slide animation and your first frames of slide distorted to match better with the standing animation.

or better yet aset of different transition animations meaning diffrent startup frames for “slide” depending on wether you were standing, landing from a jump, turning around on yourself or already crouched…

same goes for when you do a ambigous crossup corpse hop. the model teleports very far from where it was last seen in …1 frame.again the brain cannot acknoledge that it is physically natural vega was las seen landing on the left of rising opponent and the next frame he is back to the right of the now standing opponent. and to change this the whole ‘no overlaping models’ system would need to be revamped.

same for grabs

same for pursuit moves etc…

choppines comes more from shortcuts that were made in sfiv engine than from the pace at which the engine has been ordered to run.

I think that is the next gen fighting game engine, an engine smoothing transitions with adaptative interaction of models, where the grab animation is not set in stone and then ranged to more/less fit with all characters but where the hand of one model grabs the hand of the other model and punches exactly the chin of the other model regardless of wether the other model is T hawk or blanka.

I’ll take sub-par gfx for a more balanced game.

i think you’re spoiled by PC

the PS3 actually COULD free up a bit to run better

-It doesnt have a cache. it has a “local store” that runs a bit less efficiently because it doesnt exclusively support the Cell microprocessor.
-Each “core” (basically the Cell runs on 7 microprocessors. 6 are useds for the software and 1 is used by the OS… and an 8th is locked, but i’m hesitant to actually call it a core) can work on a multistep process or cell 1 can do step 1, then cell 2 can do step 2, enabling it to be able to do 1 thing really fast or multiple things at once. The problem is that when you deal with:
~receiving the game data from multiple sources at the same time (HDD, RAM, BD)
~decoding it
~dealing with audio signal processing
~dealing with video signal processing (for each layer, which to be fair is handled by the GPU, which by the way is really great for 2006 performance)
~dealing with interrupts
~dealing with peripherials on multiple I/O ports
~dealing with network data (sending, recieving. everything else is handled by the NIC, but the NIC still has to be told what to do and when to do it)
~synchronizing the data
~Formatting the data to be displayed into whatever format you need it displayed to (HDMI component etc)
~… just pretty much EVERYTHING that isnt handed off to the GPU
with each one involving multiple steps, it starts adding up really fast. even at 312.5 ns per machine cycle. Each task can involve hundreds, thousands or even millions of machine cycles to accomplish, and every task has to be completed at near perfection in order for the game to run properly.
-It cannot access the RAM directly, and even then it accesses virtual ram, which although useful for programming because it makes life “easier” it’s too unstable. Mainly because of the unpredictable interrupts.

BTW just FYI for people who think that the 360 is better… it is but only slightly.

The biggest advantage it has is that it has both an L1 and an L2 cache.

yeah… i think i got way off topic tho…

point being… capcom saw no point in detailing this game up past 60fps since it’s (to my knowledge) always been 60fps.
And…
the PS3 cant handle much more because of it’s severely limited hardware.

So… yeah… you spoiled lol

older engine used to run 30 fps, even if they rendered 50 or 60 , the game engine only calculated the state of the simulation 30 times per second, plus there was the turbo mechanism that would skip frames everyknow and then when processing / rendering power was lacking.

that is (i think) one of the reasons why there are always at least 2 active frames, it used to be there to avoid the fact skipping an active frame would make the move whiff where it should have connected. as turbo never cancelled calculation of 2 consecutive frames there was very little chance such a glitch would ever appear.

Ono stated recently that there is still a beta testing peiod to come for ae 2012 ,
probably means there are more tweaks to come.

We should give it a try once again for our voices to be heard so we may get at least some hitbox improvement on antiairs.

i’m still spamming ono

All I want is a reversal that won’t get stuffed by anyone’s cr.lk, is that too much to ask?

you’ll find that in this place of the world, yes. Although reasons will vary greatly, as to why.

It seriously makes me want to get my mask and claw and find some Capcom employees in a parking lot.