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Trykt posted:https://www.youtube.com/watch?v=Ha1ZschLseI Mods please change my username to Shimmy Tactics
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# ? Feb 25, 2016 22:21 |
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# ? May 15, 2024 02:54 |
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ChocNitty posted:What's rollback netcode? It's a method for reconciling differences between what the client thinks is going on and what the server thinks is going on. Basically it will rewind the game state up to 4 frames in the event of a mismatch and "re-sync" both players, resulting in what is perceived as a lag spike.
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# ? Feb 25, 2016 22:25 |
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siri, what is rollback netcode
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# ? Feb 25, 2016 22:31 |
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The main benefit of a properly configured rollback netcode is that you don't get input delay and you have the feel of playing offline.
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# ? Feb 25, 2016 22:31 |
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flatluigi posted:The main benefit of a properly configured rollback netcode is that you don't get input delay and you have the feel of playing offline. Can't make this bold enough for SFV.
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# ? Feb 25, 2016 22:34 |
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flatluigi posted:The main benefit of a properly configured rollback netcode is that you don't get input delay and you have the feel of playing offline. The downside is, if you have a bad connection with the other player, you may see them warping around. But with the other method of handling lag, you would see the whole game slow and that can be just as or more frustrating. Trouble currently is that it seems only one player sees the rollback and PC has a rather reliable way of forcing that trouble onto the other player. One player sees the match correctly and the other sees all the warping.
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# ? Feb 25, 2016 22:35 |
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Netcode is a mythToady posted:"Netcode" is a made-up umbrella term; game network programmers rarely use it. I'm not sure why you're mocking the phrase "frame-dependent gameplay" either, since it differentiates a fighting game from a shooter, where players rarely interact with each other beyond hitscans. Shooters can get away with more tricks to mask the effects of latency, and they can make philosophical adjustments (e.g., preferring interpolation in order to favor the shooter). The usual tricks aren't as effective in frame-based gameplay like a fighting game, so there's no solution that won't make gamers unhappy. SFxT had a rollback system, and people bitched about frame skipping.
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# ? Feb 25, 2016 22:36 |
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At what ranked level do people stop disconnecting when they lose
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# ? Feb 25, 2016 22:51 |
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Brosnan posted:Can't make this bold enough for SFV. In my experience, I would say like 90-95% of the matches I've played online in SFV have been completely fine. Every once in a while I get a lagfest but they're few and far in between. It's a gigantic step up from 4's netcode, if nothing else e: And I'm on PS4, for the record
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# ? Feb 25, 2016 22:53 |
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Help Im Alive posted:At what ranked level do people stop disconnecting when they lose They never stop. In fact it gets worse the higher you get. I pretty much decided I'm not gonna play ranked until they figure out a way to stop ragequits. FT3/5s in battle lounges are a much better experience in general.
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# ? Feb 25, 2016 22:54 |
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AnonSpore posted:Netcode is a myth It's not a myth but it's just easier to explain that the code for the networking is called "netcode" instead of going through how networking for fighting games have to be designed into the engine and isn't actually a separate module or something that is put as an afterthought and can be swapped easily. In the case of SFV the problem is that instead of having both networked machines trying to maintain a concurrent state, its sync is unilateral and causes imbalanced performance, which creates an advantage, which is dumb considering the only part actually complete in the game is the competitive end.
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# ? Feb 25, 2016 23:01 |
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Hydrocodone posted:The downside is, if you have a bad connection with the other player, you may see them warping around. But with the other method of handling lag, you would see the whole game slow and that can be just as or more frustrating. As Brosnan implied SFV's rollback is in no way properly configured, and the complete lack of balancing lag and leaving it one-sided is probably the worst offender in that respect.
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# ? Feb 25, 2016 23:02 |
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Jmcrofts posted:They never stop. In fact it gets worse the higher you get. I can't break into silver because probably 50% of my wins are Rage quits. So yes it never ever stops. Play goons lobbies there are some really really good goons to practice against.
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# ? Feb 25, 2016 23:03 |
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Hydrocodone posted:The downside is, if you have a bad connection with the other player, you may see them warping around. But with the other method of handling lag, you would see the whole game slow and that can be just as or more frustrating. Just to clarify this for the original person asking though, rollbacks are one approach (the alternative is often called delay-based netcode). We've got lots of evidence that Capcom's implementation of rollbacks is only so-so, whereas something like GGPO can be held up as the best implementation yet seen. The way that this sort of level of bad (high latency, without even bringing packetloss into the mix) connection between two players in a game like SF4 (which had delay based netcode) manifests is that everything would have a huge delay between moving. So moving forward and then changing direction, everything feels like it's underwater, or you hold back to block a fireball and your character doesn't 'react' fast enough even though YOU the player did react in time.
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# ? Feb 25, 2016 23:04 |
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Help Im Alive posted:At what ranked level do people stop disconnecting when they lose At the rank of 'Not in the USA'. Literally not had a single one over like 40 hours online matching.
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# ? Feb 25, 2016 23:04 |
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In casual matchups is there a reason it's only ever the Waterfall stage?
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# ? Feb 25, 2016 23:07 |
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Feenix posted:In casual matchups is there a reason it's only ever the Waterfall stage? it's the game's way of telling you that casuals cry waterfalls if you don't play the proper, honorable way
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# ? Feb 25, 2016 23:10 |
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Feenix posted:In casual matchups is there a reason it's only ever the Waterfall stage? check what your favorite stage is set too
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# ? Feb 25, 2016 23:11 |
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i really love just hanging out in a lobby and running sets forever, but there are tons of people playing so it makes it hard to find a good connection. that said, they did a very good job on the matchmaking in ranked and casuals. i hit gold so i am never playing ranked again, but casual is very good at finding a good connection for me. i'd highly reccomend it for people just trying to grind. obviously ft10 is the fastest way to play as much as possible, but give casuals a try if you're having trouble and want to learn.
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# ? Feb 25, 2016 23:23 |
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fnox posted:It's not a myth but it's just easier to explain that the code for the networking is called "netcode" instead of going through how networking for fighting games have to be designed into the engine and isn't actually a separate module or something that is put as an afterthought and can be swapped easily. I was joking, that dude goes on forever about how netcode doesn't exist in the MKX thread and there is literally nothing that can ever be done to make an online experience between any two given connections better or worse
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# ? Feb 25, 2016 23:37 |
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fnox posted:It's not a myth but it's just easier to explain that the code for the networking is called "netcode" instead of going through how networking for fighting games have to be designed into the engine and isn't actually a separate module or something that is put as an afterthought and can be swapped easily. much like how there are no tiers, there is no such thing as "lag"
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# ? Feb 25, 2016 23:47 |
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Fellblade posted:At the rank of 'Not in the USA'. I'm in the UK and four of my last five ranked matches ended with them disconnecting I guess I'll stick to casual/battle lounges for now
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# ? Feb 25, 2016 23:49 |
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interrodactyl posted:much like how there are no tiers, there is no such thing as "lag" Fighting games are a mythical genre that no one has ever seen or played. Though they are written about in some historical documents, the church considers these sources apocryphal. Any tips for a Chun player versus Sim? I don't think it's a bad match, necessarily, but I think maybe I'm approaching it wrong. Versus Sim at mid-range my best idea is to make him respond to LP Kikoken, either by sliding (which I will try to block or whiff punish) or teleporting (which I will jab and then dash in during the air recovery), but this feels a little one-dimensional and I think maybe there's something I'm missing.
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# ? Feb 25, 2016 23:54 |
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AnonSpore posted:I was joking, that dude goes on forever about how netcode doesn't exist in the MKX thread and there is literally nothing that can ever be done to make an online experience between any two given connections better or worse There's no such thing as netcode because you can't make philosophical adjustments due to frame-dependent gameplay. I'm not just stringing together words at random, why do you ask?
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# ? Feb 25, 2016 23:57 |
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https://www.youtube.com/watch?v=N_ky2IWeyjo :mbison: :staydown:
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# ? Feb 26, 2016 00:14 |
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I spent 90 minutes yesterday getting my rear end kicked (as Ryu) by a Birdie player. I won 2-3 rounds total and still had fun so the game has to do something right. It's kind of stupid that you can't earn fight money that way, though.
Renoistic fucked around with this message at 00:24 on Feb 26, 2016 |
# ? Feb 26, 2016 00:19 |
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fozzy fosbourne posted:https://www.youtube.com/watch?v=N_ky2IWeyjo That... is loving dirty.
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# ? Feb 26, 2016 00:20 |
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fozzy fosbourne posted:https://www.youtube.com/watch?v=N_ky2IWeyjo If I saw this happen during a match at a tourney I'd probably go nuts.
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# ? Feb 26, 2016 00:23 |
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So many ragequitters.... it's a farce in Ranked.
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# ? Feb 26, 2016 00:31 |
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I've started uploading matches with ragequitters, they make me feel impotent and angry and it's the only thing I can do about it. Here's a textbook online Ken https://www.youtube.com/watch?v=eV7p6rZhWNs
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# ? Feb 26, 2016 00:38 |
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Flinger posted:I've started uploading matches with ragequitters, they make me feel impotent and angry and it's the only thing I can do about it. Here's a textbook online Ken all i want is proof of cuntiness to pop up on google if you look them up.
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# ? Feb 26, 2016 00:48 |
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fozzy fosbourne posted:https://www.youtube.com/watch?v=N_ky2IWeyjo Holy poo poo.
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# ? Feb 26, 2016 00:49 |
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Miles O'Brian posted:I've got a 560ti and it works just fine after I turned off v-sync in the nvidia control panel. Was literally slow mo mode before that though. How's the framerate though? Any skips or slowdowns?
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# ? Feb 26, 2016 01:01 |
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I like crush-counter anti-airs. Playing gief, landing crush counters not only from jumps, but also character specific stuff like mika charged dropkick, mash memesault and birdie leap-grabs is really satisfying. The damage from bolshoi is also really nice for punishing jumps. I was so used to SF4 anti-airs basically doing nothing for so long. https://a.pomf.cat/psrgay.webm
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# ? Feb 26, 2016 01:07 |
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cams posted:i uploaded every one i had for most of my time in ranked, i just gotta go through my youtube account and properly name them. will make a post on srk. Jebailey is doing you one better. https://twitter.com/CEOJebailey/status/702685963718365184
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# ? Feb 26, 2016 01:10 |
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HoboWithAShotgun posted:I was so used to SF4 anti-airs basically doing nothing for so long. How soon we forget trade DP -> ultra
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# ? Feb 26, 2016 01:10 |
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fozzy fosbourne posted:https://www.youtube.com/watch?v=N_ky2IWeyjo I still stand firmly by bisons ex moves being not only some of the best in game but usually better than a super, and his super is loving good because it can be used on air or ground and combos after a ton.
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# ? Feb 26, 2016 01:12 |
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AnonSpore posted:Jebailey is doing you one better.
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# ? Feb 26, 2016 01:13 |
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I'm really bad at this game, but having fun! Sometimes I win. Sometimes I lose. Sometimes I get stuck in a corner eating the same drat move over and over going "this is new whhaaaat can I do in this situation?" and then I'm dead. Street Fighter is a metaphor for life.
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# ? Feb 26, 2016 01:20 |
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# ? May 15, 2024 02:54 |
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I'm having a hard time telling if Momochi is actually hit confirming Ken's b.MP alone or if he just knows it's going to hit in certain situations. He does it a couple of times in round 1, but here's the one I was looking at(happens at 1:05): https://www.youtube.com/watch?v=E6-NB5MgJKk&t=63s It looks like he might be punishing the chun dash after the blocked kikoken. Does he just know that it often comes after the kikoken so he pre-emptively throws out the b.MP and confirms the dash + b.MP together? The chun dash is 15F, the b.MP is 21F from start to finish. I could see him confirming those two together, but if he's confirming the b.MP alone, jesus christ that's inhuman.
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# ? Feb 26, 2016 01:24 |