Any early netcode impressions?

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Stikku

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TTT2 is pretty stable (and apparently a huge improvement over T6), though i'm pretty sure that has more to do with Namco Bandai being made of money than it does anything else. Both Tekken and Soul Calibur have benefited from their netcode.
 

Raansu

Well-Known Member
What? I never found DOA4 tolerable online.

Then your internet sucks? For the most part DoA4's netcode was fine for me. But I also stayed away from rooms with more than four people. I had the occasional bad connection here and there but aside from that it was pretty good for a game that came out in early 2006 and online fighters were still relatively new.
 

DrDogg

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Back in 2005, DOA4 was okay online...

That said, let me be very clear. If the netcode in DOA5 is equal to the netcode of DOA4, I will not play it (online). That is absolutely not acceptable. If it isn't at least VF5, SC5 or TTT2 levels of netcode, it will not be playable online as far as I'm concerned.

There's no wiggle room there.
 

CyberEvil

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I never have problems.... unless they are somewhere else other than the United States than there's lag for me.
The more offline competition you have, the more noticeable frame drops, input delay, and lag in general are. DoA4 level of network play quality simply will not fly.
 

DR2K

Well-Known Member
Back in 2005, DOA4 was okay online...

That said, let me be very clear. If the netcode in DOA5 is equal to the netcode of DOA4, I will not play it (online). That is absolutely not acceptable. If it isn't at least VF5, SC5 or TTT2 levels of netcode, it will not be playable online as far as I'm concerned.

There's no wiggle room there.

You mean you haven't tried it yet?

I imagine with all the features they're putting into it the netcode would be a priority.
 

Stikku

Active Member
Suddenly dawning on me that there's a simulated lag option for training mode. I hope that isn't some kind of ill omen.

Edit: DrDogg, does the simulated lag have multiple "lag" settings? What's the slowest setting, and is it really all that bad?
 

DrDogg

Well-Known Member
You mean you haven't tried it yet?

I imagine with all the features they're putting into it the netcode would be a priority.

Even if I had tried it, it wouldn't matter. There's a big difference between playing online on a closed network with 100 people and playing on XBL/PSN with 100,000 people.

Suddenly dawning on me that there's a simulated lag option for training mode. I hope that isn't some kind of ill omen.

Edit: DrDogg, does the simulated lag have multiple "lag" settings? What's the slowest setting, and is it really all that bad?

I never touched it, but it simulates 1-5 bar connections.
 

MaxwellMouse

Active Member
I am remaining optimistic for the netcode. That have put some time into the feature set for online. That is my reasoning. How would they possibly test their netcode?
 

d3v

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Netcodes often go terribly wrong, MvC3, STxTK, MK9, even Blazblue's netcoding has gotten worse since Calamity Trigger. Hopefully they don't try and do anything revolutionary cause that is when things really go bad.
SFxT may have problems, but netcode isn't one of them. Actually, the netcode in that game was a step in the right direction since it was the first (and so far only) full price fighting game had implemented rollback netcode. Previously, this was only implemented in emulators and downloadable re-releases of older games. The only problem is that scrubs and casuals often don't understand rollback netcode and end up complaining about the rollbacks, when that's what the system is supposed to do. They get used to the bad netcode from other games which simply slows the game down when there's lag (unlike rollback code, which allows the desynced game to proceed and then simply rolls back to the last point where the games were synced).

Now in the case of DOA5, I at least hope that someone at Team NINJA understands the difference between fixed input delay and variable input delay. The former is tolerable since it means that combo timing doesn't change post hit-confirm, the latter is not because it messes up with combo timing. If they're using a client-server setup, then for goodness sake make it so that it doesn't "wait" to sync all three states (server, client 1, client 2) and simply rolls back to whatever fair state the server last recorded.
 

Omegan Eckhart

Well-Known Member
SFxT may have problems, but netcode isn't one of them. Actually, the netcode in that game was a step in the right direction since it was the first (and so far only) full price fighting game had implemented rollback netcode.
Not being rude but are we talking about the same game? Here is a common situation when playing online, I have just landed a hit confirm and begun my combo then suddenly the game rolls back and now I'm the one being combo'd. I call BS on that games netcoding. Even with that awfully implemented feature the game still lagged a good portion of the time anyway. Roll back is good when when you don't notice it like say in Skull Girls but when the game looks like someone hit the rewind button there is something seriously wrong.
 

d3v

Well-Known Member
Not being rude but are we talking about the same game? Here is a common situation when playing online, I have just landed a hit confirm and begun my combo then suddenly the game rolls back and now I'm the one being combo'd. I call BS on that games netcoding. Even with that awfully implemented feature the game still lagged a good portion of the time anyway. Roll back is good when when you don't notice it like say in Skull Girls but when the game looks like someone hit the rewind button there is something seriously wrong.
That's how rollbacks are supposed to work. Players like Arturo have already said that it's almost as good as offline. I myself had no problems with the game's netcode during the month or so before I dropped it. The game may have problems, but netcode isn't one of them. Heck, there's a reason why we would rank it as A-tier on SRK's unofficial netcode tier list.
 

Dravidian

Active Member
There's a reason people take offline more seriously that online. Online's just not that dependable yet. One day, though....one day...
 

Stikku

Active Member
rollback is awful, and ggpo netcode was terrible. It was good for emulation, and nicer than having delayed inputs at times, but hit confirming into a super, only for the game to rollback and suddenly you're doing a super against an opponent who is blocking. Not cool.

Capcom only licensed GGPO to get them to take down Third Strike so Capcom could get by with selling it again.
 
TTT2 is pretty stable (and apparently a huge improvement over T6), .

Improvement is a massive understatement. Tekken 6 had the worst netcode ever put to a fighting game. I have had smoother matches online with Kaillera in the late 90's than I have had with t6. Hell the X-band for the snes might have done better.



Back in 2005, DOA4 was okay online...
That said, let me be very clear. If the netcode in DOA5 is equal to the netcode of DOA4, I will not play it (online). That is absolutely not acceptable. If it isn't at least VF5, SC5 or TTT2 levels of netcode, it will not be playable online as far as I'm concerned.

There's no wiggle room there.

Exactly, on this matter there is no room to give ground. Companies have finally started figuring it out and TN can't afford to be left behind.
 

Game Over

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Only so much a dev can do when there is so much inconsistency with peoples' internet connections. When everyone gets FTTH (fiber to the house), maybe then we'll see a nice boost to online play. Unfortunately, given the state of things (and the preference of American businesses pursuing tech advances only as it is seen to be profitable), such a situation is probably a solid 10+ years away. Then ... there will probably be something FASTER than fiber (which Japan will have), and people here will be complaining yet again!
 
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