Why can't we have GGPO for UMVC3?

I hear you bro, i play viper/zero/magneto

After learning Mag’s ROM and hyper grab loop combos, I was so pissed that it’s not even close to possible to execute online

When I started mvc3 I played Wesker/ammy/akuma and I didn’t think online was that bad, but that’s a team you can play drunk off your ass and still do good

Not a lot of fighting games have significantly worse netcode than MvC3, but MK9 certainly is one of those games that is more unplayable online than MvC3. So I don’t see how non-Japanese developers are doing a better job than the Japanese.

This sentence is absolutely meaningless. The internet doesn’t work that way at all.

Anyway, jumping to conclusions based on impressions is usually a bad idea. Consider that in SF4 and BB, you have an indicator for the quality of your connection to a player, but not in MvC3. Now, unless you’re a complete fool, you probably try to avoid playing people with poor connections, the net result of which is that you play far more people with bad connections in MvC3 than in those other games. So, even if the actual netcode is of identical quality, it’ll feel worse in MvC3 just because you’re testing it in bad conditions.

Gotta isolate those variables.

Does your internet work different than the rest of the worlds?

  1. go to speedtest.com

  2. click on test your connection speed

-The first number you get is your download speed, mine was 20 mbps mbps= megabits per second

-The next number you get is your upload speed, mine was 4mbps

-The last number you get by the end of the speedtest is your ping, mine was 13. **Ping: ** tells how long it takes a “packet” of data to travel from your computer to a server on the Internet and back. Whenever you experience delayed responses in Internet applications - this would be due to a higher than desired ping. Similar to packet loss, lower is better when it comes to ping. A result below 100 ms should be expected from any decent broadband connection.

I thought this was obvious, but apparently not. Those are values you get when you connect to one specific server. Obviously you don’t have 13 ping to the entire fucking internet. It’s not a very good measure of the connection you’ll get to random motherfuckers on XBL, even ones who get as good or better results from speedtest.

The guy asked me how is my internet speed.

I answered him that mine is pretty fucking good for online gaming and shared with him my results

you also obviously are not going to get those numbers with DSL or dial-up no matter what server you connect to so those numbers I shared do mean something

reruns man, ranked is not the only way to play mvc3, most of us having issues playing with friends, we can gauge the quality of the netcode vs our experiences with the same people in different games.

if your the guy that was complaining about north america overall quality of network vs japans you have a reasonable point and that could be one factor, but since other games have displayed that it is possible to play a quality match online on said flawed network, MVC3 netcode is still a problem.

That’s really besides the point.

We all agree that it plays like shit online. What I was getting at is that there are always confounding factors that mean you can’t infer anything useful from experience. “The netcode is shitty” is a guess, based on knowing that netcode affects the quality of online play, but I can think of half a dozen other things that could result in that experience, most of which we can’t test for at all.

It’s probably a combination of many factors, and obviously we would rather have GGPO than this, but “poor online play-> shitty netcode” is sort of dubious.

An American developer is not a safety net. Take a look at MK9. Netherrealm developed it with online in mind from day one by their own admission and netcode blew ass.

hey man funny running into you here :slight_smile:

I can say the same for you. :smiley:

On topic: There was a MOV interview that was posted in the 3D board and he mentioned how laggy the online is. Even in Japan the online for this game is ass.

Technically, talking just netcode, there are probably ways they could optimize it for assists to at least be similar bandwidth usage that will be comparable to a single character in any fighting game, but those methods would need more processor power and the hard part would be getting the game to run smooth on both consoles, since they are likely on the brink as it is. But if the game itself has been optimized, this is definitely possible.

On the bright side, for them to even be able to fit spectator mode, they basically had to optimize things to a point where they are better than Vanilla. On the down side, having spectators in your game will probably end up giving you the same performance as vanilla MvC 1v1, since that’s probably their benchmark.

Some people really need to realize that fighting games not having netcode as unnoticable as other games isnt the fault of developers though, rather than a fault of the genre. Having American developers wont help, Having Japanese developers won’t help. The only thing that will help is if it’s a newly designed engine using the newly developed techniques to hide latency in fighting games (which, btw, still isnt up to par in many peoples opinion, if you see all the people who are still complaining about GGPO). It doesnt make them bad developers because their engine isnt made to support techniques that did not exist at the time - you can bet they are more upset than you that they cant get it in their game.

For all folks who said SSFIV was fine in Japan land:

Fuudo from Famitsu (translation):

  • He actually bought SSF4AE after the launch, but stop playing due to the lag.
  • He said the lag factor is quite important to Fei Long.
    Another reason why we need better netcode and/or better design of fighting games around network play.

In the end, guys, it’s not about netcode. Netcode is not responsible for lag, or even that capable of mitigating it.

Lag happens because information has to travel distances, and the more information there is (and in Marvel there’s a lot of information) and the further it has to travel, the more lag you’re going to get. Thus, the best way for you to mitigate lag is to choose people whom you have a good connection with, because that’s when the information travels fastest and through the least distance. Now, is MvC3’s matchmaking bullshit? Oh hell yes, get on dat Capcom engineers. But until the whole world is working on a fiber-optic infrastructure with incredibly fast connections, you’re not going to see reasonably lagless fighting games. Hell, it’s fairly reasonable to say that until we’re able to teleport information, there’s no possible way for us to make a lagless online fighter.

That is the reason that fighting games will most likely forever be meant for offline, and the reason that online for them will forever be a secondary priority.

this is just not true, yes no online game will ever be flawless, but MOST new fighters are playable, the lag is small enough to not fuck up combo timing and reaction elements. Who really cares if it’s the programmer’s fault or corporates fault… it’s the worst mainstream fighter to play online and by a significant margin and that is the only issue, it’s either good or it’s not, and it’s not.

MVC3 is bad under a good connection, it’s been said a million times by credible people. You said it yourself “2. Okay. So obviously MvC3 has worse lag than BB and SSF4. Now, what do you suppose is the cause of this?” so we agree that for whatever the reason, mvc3 performs significantly worse online than other games. You argue that because the game has higher data transfer the lag is justified and okay, I argue that it doesn’t matter why it sucks, it still sucks. Data management could have been optimized, the games system could have been designed with with net play in mind from the begining, it wasn’t and it sucks.

arcades are dying even in japan and the american market is larger than japan’s, marvel is also obviously more relevant here, there is no arcade version even in japan. There is EVERY reason to make online a priority in this day and age, the fact that the game has online play at all shows that they understand this and still decided to shoehorn online play in rather than actually make it a priority.

Actually, my point is that since we’re more or less never going to get online play comparable to offline play, designers decide to accept this and focus on the offline play anyways. Yes, they include online play anyways, but they’re not really going to focus on it to the expense of the core gameplay when they know that because of online instability and lag, all the important tournaments are going to be held offline anyways.

but you keep skipping the part where people mention that many games DO have online play comparable to offline play. Why would non half assed online play be at the expensive of core gameplay? these are gigantic teams developing these games, the guy who programs the fighting system is not the same guy who does the netcode, it only benefits the game as it delivers the true experience of the gameplay to people who don’t live in a major city with a big scene. With street fighter IV now we have top players coming out of random ass cities because the online play is close enough to develop real skills and matchup knowledge with.

I don’t even understand your stake in this argument, why would you try and convince people to be okay with admittedly bad features in games? I understand completely that you may not care and I agree completely that offline play is all that matters tourney wise, but you are fighting people for mediocrity and going against possible progress, just to play devil’s advocate.

Well, technically if they were trying to get them as equal as possible, they could add the frame delay for GGPO on online-play, and for offline-play have the same delay, even if you are not going to play online. This would be as close as possible to equal performance on both sides.

The only issue is this would result in everything having more startup frames, which some people might interpret as input lag. Would not really work well with a game as fast as MvC either.

Long story short, it actually is possible to get online and offline play comparable, but offline play would have to suffer to make that true.

well , it seems again this will focus on ‘’ accept crappy online mode ‘’ or’’ don’t use / buy it ‘’ . Well the game will be release in 2 or 3 months … I do not think it’s necessary to keep this thread on . We can talk about this forever ,but it’s sure nothing major will be improve for umvsc3 about online mode / netcode . Maybe the next gen will have better result ,hopefully .

Whoa. Like what?