I hated VF5's netcode. I really truly did. Couldn't block lows for shit.
Somewhat related, I believe it was mentioned by someone (probably Mike_Z) from Reverge that the default toolset for the the online services for consoles doesn't have any ping function."But but but console gamers don't know what a ping is, thats unintuitive!" Said bob from marketing.
Lobby will likely be patched in. Reverge literally only had one guy working on their netcode. Off course, this pretty much shows how robust GGPO is.Man, I enjoy playing this. They did well with their online, though it needs to be fleshed out more. Some type of lobby would do.
Somewhat related, I believe it was mentioned by someone (probably Mike_Z) from Reverge that the default toolset for the the online services for consoles doesn't have any ping function.
Lobby will likely be patched in. Reverge literally only had one guy working on their netcode. Off course, this pretty much shows how robust GGPO is.
Speaking of which, if they do implement rollback netcode in this game, wouldn't it be fun if it was designed so that, if it rolled back mid combo, it always favored the attacker (i.e. rolled back mid hold and allowed the attacking player to continue the combo)?
Sound is always a tricky issue with rollbacks, since you don't want to play sounds for stuff that "didn't happen" (stuff that was rolled back from). When not programmed properly, you get stuff like SF x Tekken's sound glitch where sound just cut out.
I hated VF5's netcode. I really truly did. Couldn't block lows for shit.
How does Soul Calibur's lobby system work? And what's so good about the netcode? I keep hearing people mentioning it.
Relying on sound alone can be a crutch though. Thought I guess the complaints usualy come from players who aren't used to playing in environments where their ability to hear the sounds of the game may be compromised (i.e. arcades will ill maintained cabs).it's not a very big issue, though. mainly just using sound as a sort of "hit confirm"...
SCV's netcode itself (the part that's in game) is helped by the game having generous buffers outside of stuff that requires "just frame" input.I don't think we were playing the same VF then. I've played dozens of matches that showed connections with no bars/from different countries and all my matches were fine. Netcode is comparable to SC:V compared to other fighters.
Lobby system is up to 6 players, host has "full" control over lobbies, you can observe from a minimized screen or fullscreen and chat. Honestly I like it more than DOA4's kiddy crap. The netcode is very good, the best IMO. I hear Skullgirls has a pretty good netcode, but I've yet to play.
Relying on sound alone can be a crutch though. Thought I guess the complaints usualy come from players who aren't used to playing in environments where their ability to hear the sounds of the game may be compromised (i.e. arcades will ill maintained cabs)..
Isn't VF5 often praised for having one of the best netcodes in fighting games? I'm asking since I'm not well versed in this kind of stuff, but I always see here and there someone saying "yeah, VF5 netcode is da best". I haven't tried it myself either one (VF5 or SCV netcodes).
What I would change in SCV's netcode is to take out the server and add rollbacks. Only reason SCV's netcode feels so good is because the game allows for very large input buffers (outside if just frame moves)
If anything, every fighter needs to follow Skullgirls example, rollback netcode and PING TIMES instead of bars.
Relying on sound alone can be a crutch though. Thought I guess the complaints usualy come from players who aren't used to playing in environments where their ability to hear the sounds of the game may be compromised (i.e. arcades will ill maintained cabs).
Only difference is that they're using a client/server architecture which, isn't ideal since it requires the system to manage 2 connections (player 1 to server, player 2 to server) as compared to just 1 (player 1 to player 2) for peer to peer.Also, 2D netcode is not the same as 3D netcode. From my understanding, rollback does not work very well when you're talking 3D fighters.
Desyncs should be handled by a rollback, whether or not it's server based or peer-to-peer. The technology is there. Other genre's have been using it for years. It's about time fighting game netcodes got out of the 90s.That server is a boon.
Granted there are still ways to optimize it, and im not a fan of the whole "there's been a minor desync? ok, match is over" way its coded.... but you don't disconnect every match so I guess that says a lot about how having a central server can help manage connections better.