Support the next capcom game that is not marvel and you'll have something. Everybody else, no, not Team Ninja, not French bread, especially not Arc Sus, nobody else.
You sweet Summer children who are hopeful that the new Guilty Gear might get rollback netcode in time for release are in for a really rude awakening... As some here already referenced, Ishiwatari has known about the existence GGPO for quite some time now and so far we haven't seen anything come out of it. Taking into account that the best chance for this system to succeed is to implement it as early as possible when creating the game, and he's still dancing around the subject in that last interview, it's pretty obvious how this will end up.
Is anyone here expecting Arc to pull a Neatherrealm Studios and patch rollback in after the game has launched? I sincerely don't think so. Once we start getting eventual expansions to Strive ala Revelator and Rev 2, guess what? Said expansions will still use Strive as a base to build on, which means that, as Keits said, said base already has a working delay based network fully functioning for free, and nobody wants to deal with the expense to retrofit rollback into it at that stage.
Same goes for basically almost all of the Japanese companies involved in this genre. Tekken 7, which deservedly turned into an amazing title, is recycling central in many ways, some of those animations have been used since the Tekken 3 days, I don't imagine them carrying the rollback torch any day soon. Soul Calibur VI, another great game that got a miracle release on a shoestring budget is also unlikely to do that from my point of view.
SNK? So far I don't see any signals, but there seems to be a lot of love and attention given to their recent games, maybe they'll turn around to the rollback side of the force eventually. Same goes for the Until Night In-Birth people, that community endured so much and they're finally finding success, I could see them dropping delay based netcode sooner than most big wigs.
And Nintendo? Man, I don't even know when to begin with them. As anxious as I was to play Smash Ultimate, I could do nothing but sigh during the incredibly hype Nintendo Directs as soon as Sakurai started discussing the online aspects of the game because I was 100% sure that it would be the same terribawful lagfast that has been a thing since Brawl during the Wii days. Turns out I was correct.
This is my prediction: Capcom will continue dipping its toes in rollback waters, slowly but surely improving their netcode and maybe, just MAYBE, we'll get something to be proud of by the time they drop a new Street Fighter. In the meantime, Riot Games will release their fighting game, and if it is as monstrously successful as League of Legends (which I hugely doubt, but hey, let's go with it for conversation's sake), they are going to eat everyone's lunch with what will likely be a perfect implementation of GGPO technology.
Also, as an aside, people REALLY should read this thing from beginning to end: http://ki.infil.net/w02-netcode.html
I keep seeing that "3D games being incredibly hard to implement GGPO compared to 2D games" thing popping up all the time and it is simply plain wrong, people need to learn how this really works. PLEASE give it a read and stop spreading misinformation like I once did about certain things on this topic (yeah... also guilty of sharing the "translate everything to Japanese" silliness, not proud of myself lol).
All we can do at this point is just to keep putting pressure and remind Japanese companies (with respect please!) that networking issues could be a thing of the past if they opened their eyes and tried the amazing solutions available for them to use right now, quite literally, for the cost of nothing (free GGPO licensing that is, not free code implementation and testing :P).
Have any questions? Our resident rollback expert Keits is at your service, I'm sure he can share some nuggets of knowledge like he did with me about a month ago:
Yes. Horrible indeed.
Why not Marvel (assuming it comes back)?Support the next capcom game that is not marvel and you'll have something. Everybody else, no, not Team Ninja, not French bread, especially not Arc Sus, nobody else.
See the third bullet point of my first quote response.You know, I give Capcom a lot of shit, but at least they tried. SFxT was a great early try back in 2012 and they've only tried to make it better. They're like NRS with animations, they got the message but the improvements are slow to come.
But the rest of the Japanese devs can go fly a kite with their bullshit.
I'm pretty sure this is harada trying to explain that unreal engine input lag is a good thing actually because it reduces the difference when you're playing online. Who cares if delay code makes the game feel like it's underwater when it always feels like it's underwater! WEIGHTY COMBAT DESIGNFor instance when the player hits the punch button or perform other actions, we put in a brief buffer period between the button press and when the punch move or action actually starts happening on-screen, as a measure to reduce the perception of lag.
This I have no idea what he's fucking talking about because the game doesn't do that- kinda sounds like he could be talking about rollback though! which is a shame because t7 doesn't do this at all!Subsequently, if there is lag online, what the game can do in theory is to skip over certain frames or parts of the move's animation. In other words, in order to keep the amount of time elapsed -- between when the player hits a button and when the move actually hits -- consistent, the game makes adjustments to the move animations accordingly.
Disney will never make the development or support process for marvel to thrive happen. Why would I want a game from a terrible partner for?
Most of MvCI's problems stemmed from Marvel themselves (for one, Ike Perlmutter is a grade-A asshole in many respects). Unless I'm mistaken, Disney isn't nearly as hands-on regarding Marvel's games as they are with, say, Star Wars.Yeah fuck disney and marvel's bullshit. I hope capcom do a Marvel style game without being dependant on their IP.
Yeah it's godlike! I played Luce and he shanked and stabbed me all the way from Pakistan while I'm in the U.K. felt smooth AF. Same thing for my American chum SinkFla.
I wish more games did so well.
Tbh I don't buy any DLC, and often don't buy games at all if they don't have rollback. I used to put up with it pre KI but now I cannot be fucked with that shit anymore. It's not worth it for me to put the time in to learn a game at a competitive level, that I will only get to play a couple games at locals once a month. That's if I even go to locals.Like take any pro rollback person , are they not gonna play the games without the good netcode? Of course not.
Disney will never make the dveelopment or support process for marvel to thrive happen. Why would I want a game from a terrible partner for?
Words cannot express my disappointment in learning that Bleeding Edge wasn't just a fresh take on Anarchy Reigns.
Bingo.Because it's mahval baybee...
Now they should do a capcom vs capcom game next, something they can sink some time and money into without having to please licenseers.
If more people did that maybe we'd have a change. But people have to play new thing, so change is slow.Tbh I don't buy any DLC, and often don't buy games at all if they don't have rollback. I used to put up with it pre KI but now I cannot be fucked with that shit anymore. It's not worth it for me to put the time in to learn a game at a competitive level, that I will only get to play a couple games at locals once a month. That's if I even go to locals.
I'm interested in Samsho, but I'm not getting it with shitty netcode. Tekken 7 makes me frustrated and mad whenever I play online. Soul Cal 6 is unplayable online in australia due to small playerbase. Why would I fork out 30+ dollars on DLC characters in these games to play them by myself at home?
I could probably play all of these with ease with players in the US, if KI is anything to go by.
I am with you on all of this comrade. This was a long time coming and its about time that some kind of action is taken. Fighting games today need good online, and we need crossplay its pretty much mandatory at this stage of life. I may take the stance of not buying no matter how good the gameplay is for this to happen also.Tbh I don't buy any DLC, and often don't buy games at all if they don't have rollback. I used to put up with it pre KI but now I cannot be fucked with that shit anymore. It's not worth it for me to put the time in to learn a game at a competitive level, that I will only get to play a couple games at locals once a month. That's if I even go to locals.
I'm interested in Samsho, but I'm not getting it with shitty netcode. Tekken 7 makes me frustrated and mad whenever I play online. Soul Cal 6 is unplayable online in australia due to small playerbase. Why would I fork out 30+ dollars on DLC characters in these games to play them by myself at home?
I could probably play all of these with ease with players in the US, if KI is anything to go by.
Yep, 100%. Sitting around playing by yourself or rarely with friends on the couch isn't enough anymore. Crossplay in particular should be a must for how much it improves the experience.This was a long time coming and its about time that some kind of action is taken. Fighting games today need good online, and we need crossplay its pretty much mandatory at this stage of life. I may take the stance of not buying no matter how good the gameplay is for this to happen also.
Stomped* sorry I botched your catchphrase haha my b
Rollback is built on top of delay based netcode. But in any case, here's Harada essentially saying that tekken 7 has the same solution as TTT2, and t7 certainly doesn't have rollback.
He also says there's no such code to make latency issues go away...... Sigh
Not a Tekken player, but it sounds like he is referring to a typical input buffer window, where you press or hold the button and it repeats the input for x amount of frames.I'm pretty sure this is harada trying to explain that unreal engine input lag is a good thing actually because it reduces the difference when you're playing online. Who cares if delay code makes the game feel like it's underwater when it always feels like it's underwater! WEIGHTY COMBAT DESIGN
Also SFV continues to be trash. Ono's idea of a netcode is the server and not it's rollback netcode
To mix things up.
MK11 feels a lot worse than the past two games from NRS. I see a lot of matches with packet losses with noticable input lag. This is between both wired and wireless and the ping displayed when finding a match is a lie and is usually 50ms higher. I thought there was supposed to be a threshold that ends a match if the ping gets to high and yet I've seen ping spiking to 800ms.
I watched trueunderdawggaming's Skarlet video and see the exact same experience.
Also SFV continues to be trash. Ono's idea of a netcode is the server and not it's rollback netcode
T7's kinda weird. When I got a 1 bar connection match, the game doesn't slow down to a crawl but my opponent's movement and animation starts to stutter.
Yep. Next gen the only FGs I'll buy are the one with well implemented roll back netcode. It's sad because I'm sure that means no SNK games for the next 6 or 7 years, but fuck this. I feel like for Tekken 8 there is a 50/50 chance, so we'll see. For SFVI I'm sure there will be rollback, but with Capcom I feel there is also 50/50 chance they screw it up.I'm not gonna buy any new fighting games anymore if it does not have at least good rollback netcode. Xplay is also extremely important. T7 is the last game I gave it a shot but the more you go on higher ranks the less you get good connections all the time. You have to adjust your schedule and it still sucks.
Like take any pro rollback person , are they not gonna play the games without the good netcode? Of course not.
If they build off of MvCI's netcode, Capcom should be fine. Hopefully they don't build off of SFV's since its version of Kagemusha is already outdated.Yep. Next gen the only FGs I'll buy are the one with well implemented roll back netcode. It's sad because I'm sure that means no SNK games for the next 6 or 7 years, but fuck this. I feel like for Tekken 8 there is a 50/50 chance, so we'll see. For SFVI I'm sure there will be rollback, but with Capcom I feel there is also 50/50 chance they screw it up.
Depressing, but when we got so many launches this gen without basic functionalities like 1V1 rematch online, the incompetence is staggering.
This video discusses netcode in fighting games and offers insight into why properly implemented rollback netcode is not only better than delay-based netcode, but is essential in maintaining and expanding the playerbase in fighting games.
I haven't finished watching, but the interesting thing for me is right near the beginning where they talk about how rollback allows you to matchmake with FAR more people due to how much better it handles ping between you and your opponent.
This looks like an example of that point. However, that doesn't make delay based netcode better than rollback. The whole point of rollback netcode is so that you can adjust to it, since the game is treated as basically offline for connections up to a certain ping. Combos that you have memorized the timing to won't change whether you're at a ping <10 or ~80. Delay based netcode CAN'T be adjusted to because it's literally always changing. Your timing at a ping of <10 is going to be different than ~80. And the qualifier "if stable" doesn't mean anything because it's exactly the same with rollback netcode except rollback netcode can handle variance + higher pings.Rollback is horrible when it is actively effecting the game all the time and reseting states.
Delay based input if stable can be adjusted to.
Rollback is horrible when it is actively effecting the game all the time and reseting states.
Delay based input if stable can be adjusted to.
i have to give a read of the article,
:'(
I had forgotten that 3S online on 369 used GGPO.
That was fucking terrible online.
SFV at its worst in favorable to any sort of delay based netcode, because bad delay is far worse than bad rollback. I don't know how you can think playing underwater and eating inputs is preferable to anything. Even with a teleport fest I can still press a button and expect it to come outUnder normal circumstances, rollback netcode should be playable up to 200ms. But Capcom managed to fuck up where 100ms is the limit and where they're synchronization issues
Tekken 7 on PC is playable at a 4 bar connection while 3 bars is when input delay starts to take affect.
4 bars in SFV is 100ms and above and you'll be matched with South American player with terrible rollback.
It's why I make arguments for Input delay over SFV's shitty rollback netcode. Because one is a lot more playable than the other.
thank you for addressing this. I recall the first time I was faced with this option, I thought "this is dumb. Why wouldn't I put it on 0?". I had no understanding at the time at all.Giving players the ability to set their own delay means that most of them will always set it to 0, which means their opponent will always see everything they do rolling back horribly.
Yes. I've shared this link countless times ever since I saw Sajam going over it on his stream. Everyone should read it.Anyway, I appreciate all the discussion here but even in folks arguing *for* rollbacks, I still see a lot of misinformation flying around that could easily be cleared up by reading Infil's article
This highlights the problem we spoke about in the interview section of Infilament's article. The ability to set your own delay is dangerous and can lead to someone well meaning, like this person here, thinking that 3rd Strike Online was terrible, when it was in fact, extremely very good. (After patch 1, the launch version did have an issue the team quickly fixed that actually related to bandwidth use and required a waiver from the platform holders).
Giving players the ability to set their own delay means that most of them will always set it to 0, which means their opponent will always see everything they do rolling back horribly. I personally do not think players can be trusted with a choice that feels nice for themselves and ruins their opponents time without a serious amount of education into what that setting does.
Anyway, I appreciate all the discussion here but even in folks arguing *for* rollbacks, I still see a lot of misinformation flying around that could easily be cleared up by reading Infil's article. Yes, I know its 7+ pages long, but I really want to implore those of you interested enough to discuss it here to read it and learn as much as you can.
Plan to read it when I get a chance, shopping at the moment ;).
IIRC the input delay was something that the CPU can prune off during a lag spike without needing to roll back?
So if I have a 5 frame start up plus 2 frame input delay the CPU can "remove" up to two frames without any visual indication?
There fore if everyone has it at zero every lag spike = roll back?
I bought 3S and was a player on 2d fighter at the time. And I remember being very disappointed in the experience.
I still play it occasionally with my friend but only offline.
Just realized has Rollback been used in any 3D Fighters? Your DoA's, Tekkens, Soul Caliburs, and so on.
No. The delay is how long we wait for our opponent's inputs before playing our own (going to the next frame). If it is set to 0, literally every single action will cause a rollback because your inputs take time to get across the wire to your opponent. If your opponent is at 30 or lower ping, which should result in a 1-2 frame delay, but you set it to 0, your opponent will see 1-2 frame rollbacks on every single thing you do.
KI has its online delay set to 3, and we do not allow players to change it. This means that with a ping of up to 90, in which we can reasonably expect to get our opponent's inputs in about 3 frames, that we wont see any rollbacks at all most of the time. With a ping of 150, we will see 1-2 frame rollbacks like we did in the above example.
The difference here is that a 150 ping gets you access to most of the world, while a 30 ping doesn't even usually get you to a neighboring town.
Anyway, 3rd Strike Online is excellent online. Both players should set a reasonable delay value (2 or 3).
You can also blame a lot of the "old guard" for this. They had the ability to push developpers to do this, but they just repeated ad vitam nauseam that offline was the only way to play FGs, and shame on you if you ever suggested they had to be designed for the online.You know what the silver lining for me is in the middle of this whole mess? This is the first time that I see so many people from the FGC and beyond finally getting sick of shitty online play and demanding for changes to be made.
It used to be that folks just had the usual complaints about laggy matches and whatnot, but eventually just accepted that this is the way things are and roll with it. Obviously this forum is a vocal minority compared to the general population, but as someone who first tried playing KOF98 on the Stone Age of Kaillera and had my first taste of not so great online play in a fighter, I've never seen people getting so loud about this subject before.
I'm really hopeful that if this keeps up, we'll start seeing some big changes sooner rather than later. And you know what? It's about goddamn time.
Spread that rollback article and Keits video everywhere, retweet MikeZ whenever that smug bastard comments on this topic (love you Mike <3), do whatever you can think of, we need to keep this train going. As someone who has freakin' Sol-Badguy as an avatar, I can't tell you how fucking annoying it is knowing that I'm yet again about to experience another GG with shitty online. Worst tradition ever.
You can also blame a lot of the "old guard" for this. They had the ability to push developpers to do this, but they just repeated ad vitam nauseam that offline was the only way to play FGs, and shame on you if you ever suggested they had to be designed for the online.
Not everybody is lucky enough to have access to a local scene but the "fuck you I got mine" was surely prevalent back in those days.
If it's is hidden from the player, could the system itself choose the input delay based on the ping on a per match basis?
And could it be updated moment to moment in a game, if the ping gets close to the edge of the window, increase it and keep it from going to rollback?
Yep, this is exactly why I make threads about rollback and crossplay.You know what the silver lining for me is in the middle of this whole mess? This is the first time that I see so many people from the FGC and beyond finally getting sick of shitty online play and demanding for changes to be made.
It used to be that folks just had the usual complaints about laggy matches and whatnot, but eventually just accepted that this is the way things are and roll with it. Obviously this forum is a vocal minority compared to the general population, but as someone who first tried playing KOF98 on the Stone Age of Kaillera and had my first taste of not so great online play in a fighter, I've never seen people getting so loud about this subject before.
I'm really hopeful that if this keeps up, we'll start seeing some big changes sooner rather than later. And you know what? It's about goddamn time.
Spread that rollback article and Keits video everywhere, retweet MikeZ whenever that smug bastard comments on this topic (love you Mike <3), do whatever you can think of, we need to keep this train going. As someone who has freakin' Sol-Badguy as an avatar, I can't tell you how fucking annoying it is knowing that I'm yet again about to experience another GG with shitty online. Worst tradition ever.
You know what the silver lining for me is in the middle of this whole mess? This is the first time that I see so many people from the FGC and beyond finally getting sick of shitty online play and demanding for changes to be made.
It used to be that folks just had the usual complaints about laggy matches and whatnot, but eventually just accepted that this is the way things are and roll with it. Obviously this forum is a vocal minority compared to the general population, but as someone who first tried playing KOF98 on the Stone Age of Kaillera and had my first taste of not so great online play in a fighter, I've never seen people getting so loud about this subject before.
I'm really hopeful that if this keeps up, we'll start seeing some big changes sooner rather than later. And you know what? It's about goddamn time.
Spread that rollback article and Keits video everywhere, retweet MikeZ whenever that smug bastard comments on this topic (love you Mike <3), do whatever you can think of, we need to keep this train going. As someone who has freakin' Sol-Badguy as an avatar, I can't tell you how fucking annoying it is knowing that I'm yet again about to experience another GG with shitty online. Worst tradition ever.
I don't know if you can speak to this, but there's some concern among SFV players about stages other than training stage making laggy connections worse. It sounds like something that could just be superstition fueled by confirmation bias, but given how temperamental SFV's performance can be, maybe it's true? Do you think it's possible that some stages are "laggier" than others? No one has done any systematic testing on this issue.
This literally defeats the purpose of rollback, but yes, you could do this. Delay based netcode already works this way. The purpose of rollback is so that the delay never has to change so your gameplay always feels consistent.
I guess I'm just phobic of video and audio hitches and glitches caused by rollback.
A consistent delay with minimal rollback sounds like the best, so giving the end user the option to adjust is insanity.
I dont play smash but i know that their community put effort in providing an online environement for melee called faster melee. Its dolphin netplay with custom coded input lag reduction in the engine to compensate for netcode input delay. From what i hear its fantastic to play.Where is the Smash Community on this? All I hear is "Smash online is terrible" since the days of Brawl but are any leading figures talking about this at all? Or is online Smash not considered to be all that big/important in the Smash sphere?
I can't help but think back to when Sakurai recommended people use a LAN adapter instead of WiFi and a lot of people were upset about it. Or people complaining that Smash is P2P, just like other fighting games. Is it just ignorance?