Vuk Jan 28, 2013 @ 10:05pm
SOLVED: How to fix warping/teleportation on Street Fighter X Tekken ( SFxT )
I figured it out finally...Finally..FINALLY. For those that don't already know:

This is a solution until CAPCOM actually fixes it in the next patch...or so we pray.

In short:
Make sure your in-game SFxT Benchmark is ABOVE the framerate required to run the normal tempo of the game. If the 4 AI characters fighting in Benchmark move faster then they should, then you've done it!


In detail:
Believe it or not, the net is just 30% of the teleportation/warp problem...the rest is the ♥♥♥♥♥♥♥ frame rate difference between you and the challenger. That's it. When playing people within your region, and your internet and theirs is fantastic...this is the culprit right here, the tempo/framerate differences between you and the challenger/opponent.

In SF4, the net-code is designed to pause and wait (in microseconds) to compensate the lag/delay between players. This is why SF4 functions way better online then SFxT.
In SFxT, they tried to implement keystrokes, like free-lance developers did on kaillera for emulated games for 2D fighting. (lookup Mame32K or GGPO). But because SFxT is a 3D game, it relies on frame performance. SFxT has 2 options: FIXED frame-rate and VARIABLE.

EDIT: Do not modify the VARIABLE setting in your config.ini file. This is why:
Originally posted by twhite:
Variable frame rate is actually better than fixed because packets of variable size are sent to the server. Using fixed : All the packets are the same size. So if one player is set to fixed and the other to variable, the player using variable sends small packets really fast and receives large packets much slower than he is sending small ones. This causes the person who is playing the game using the default (And the most optimal way) variable setting to experience horrible lag if they too are pushing the limit of their hardware.

Just leave it on the default:
[SYSTEM]
FrameRate=FIXED



But it's NOT over yet. This just helps optimize how the net code deals with frames...you still have to do something else.

You have to make sure that your benchmark reads AS MUCH FRAMES AS IT TAKES before the tempo of the game speeds up ABOVE the normal tempo of how the game should be, IN THE BENCHMARK ALONE. If you're a regular/pro SFxT player, you know how the tempo should be, on the consoles. Well if your framerate and tempo in benchmark is THAT tempo or above THAT tempo, then you will stop warping/teleportating on the opponent's screen. You will not cause teleportation to others anymore...now you just pray their frame rate is the default OR above the default and both of you will get no warping/teleporting....then add him/her to friends immediately for being considerate to play on the PC platform online, knowing what the deal is.

The stages of the game make the big difference...this is why most ppl prefer Training Stage. Capcom knows this enough that they set two options there in-game:
OPTIONS > GRAPHICS SETTINGS > Stage Quality: LOW
OPTIONS > GRAPHICS SETTINGS > Stage Quality: HIGH

This will pretty much remove the rendering of the stage into one bland color...but dramatically increase frame-rate. Also, resolution plays a big deal. Basically you got enough options in Graphic Settings to work with to make sure your frames are 90 or above (I don't know the default. Mine reads 140 frames and everything moves super fast after changing these options so I've met and exceeded the requirements, I'm happy.)

...Now I mean, if you REALLY have problems with frame-rate and don't mind your SFxT being ugly just so you can stop teleporting on people, then you'll do this...you'll do this for the good of mankind and the health of your fellow opponents who previously had you teleporting on them. If you can up your benchmark frame-rate without setting stage quality on LOW, then go for it.


The goal is to make the 4 AI in the Benchmark fight really fast. Abnormaly fast. That's how you know you've done it.




Vsynch and Buffering settings vary for different graphic cards. Vsynch for SFxT has been reported to be mostly effective if you are modifying it through a software that directly works with your graphic card driver, not the SFxT VSynch and buffering settings. This will prevent you from causing tele/warp to the other player. One user confirmed how to optimize it perfectly for NVidia cards, regarding VSynch settings:

Originally posted by SWN-001:
Anyone using an nvidia graphics card should use it, as it works well in most games. If your asking how its used, HALF prevents it from working till the framerate drops below half the refreshrate, FULL @ the current refreshrate, if your frame-rate drops below those designated it turns v-sync off below the refresh rate and on above it in real time, this is really useful for computers that hover around 50-65mark.
Its an option that needs to be forced in the drivers not in game.

For AMD graphic card users, one user confirmed optimization for AMD cards:
Originally posted by ლ(ಠ益ಠლ) Heroxoot:
AMD also has adaptive Vsynce. Its provided by a 3rd party program called radeon pro. Its labeled as dynamic Vsync in there. Works wonders on Bf3. Smooth and beautiful.

Until Capcom fixes this...those (like me) that wanna play really bad with other people online, will have to do accomodate their Benchmark to Rank A and above.

If someone is Rank B and your Rank A = You will see them teleport, they won't see you teleport.

If you're rank B and they're Rank A = You will see smooth sailing and nothing but fun, while they are raging at your teleporting.

If both of you are Rank A and above = Eliminated warping/teleporting for both of you, on startup. Now, the warping/teleporting that can build up, little by little, until end of round, completely depends on the quality of the packet transfer, net latency, delays, during the game. It resets at end of round tho so thats not at all that bad after the ranks allign.



Me and my friend are from Canada..both have excellent net, and are in the vicinity..yet I was teleporting like mad on his screen, he was raging of course.
I changed the router to a new router, I boosted signals, I disconnected WiFi and went cable internet, even directly from modem...no dramatic difference at all. Better difference was if we played in training stage, but not by much. That's when it hit me.
If I played on my laptop, I had to reduce the graphic settings so that the frame-rates were in the 100s or above in order for me to stop teleporting on HIS screen. My frame-rate ended up being better then his after the settings fixed and then HE started to warp/teleport this time instead of me! Then I told him to make his benchmark frame-rate higher and BOOM, we were perfect. It was like he was playing beside me. A miracle.

If anything, CAPCOM should at least announce the problem is in the frame-rate and at least set a minimum requirement in the benchmark section to eliminate the time-traveling warping, until they fix it all together. W/e "minimum" requirement they got going right now is not cutting it. I simply had no clue it was the frame-rate until I exhausted every other possibility with network performance. Even the guides online that you normally find that say to set VARIABLE to FIXED, didn't make the dramatic difference that was needed to stop the effect of teleportation/warping. It was the Benchmark gimmick that did the trick.

So in summary guys:
Frame-rate is MAIN CAUSE of the problem that causes teleportation of opponents. The MAIN CAUSE. Try it if you find that you teleport while playing with a friend who you know has a good internet connection. My benchmark is now 140 frames, the 4 AI on the screen move super-duper fast during benchmark..which means my PC is now designed to accommodate everyone else online.

Now you take a look at this and think: "This isn't really a solution...the other guy, the guy I'm playing online, HE has to do this, not me! My frames and net are fantastic!"

Well....yea. That's the problem.
But, hopefully the people causing the lag and seeing the slomo effect, having lower-frames, will catch this in the forum (probably when someone with even WORSE framerate then them plays them online) and figure out that their frames were causing problems...like mine were!
Last edited by Vuk; Mar 23, 2013 @ 10:51am
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JacerX Jan 28, 2013 @ 11:21pm 
Thank you for making this thread. It's about time the community start attempting a solution for something that capcom clearly does not want to deal with. As I mentioned in the other thread, vsync and triple buffering will limit your fps to your monitor refresh rate, so it's best to not have them on for this solution.
Lord Von Mogar IV Jan 29, 2013 @ 7:11am 
Congratz on typing out all that pointless information, the roll backs happen due to a loss of packets and that desyncs the game causing roll backs to happen for one player not the other. Not fixed wont be fixed, if you manage to find somone you can play without rollbacks then huzzah go for it but dont fool other people into thinking this is a framerate problem because its not.
Vuk Jan 29, 2013 @ 8:06am 
Originally posted by Lord Von Mogar IV:
Congratz on typing out all that pointless information, the roll backs happen due to a loss of packets and that desyncs the game causing roll backs to happen for one player not the other. Not fixed wont be fixed, if you manage to find somone you can play without rollbacks then huzzah go for it but dont fool other people into thinking this is a framerate problem because its not.

If your net is horrible, then you're gonna cause problems of course. This thread is more designed for those with excellent internet who STILL cause teleportation.

That's why I clearly stated above that the problem with people within your region is most often 30% net and 70% frame-rate/tempo imbalance.
Lord Von Mogar IV Jan 29, 2013 @ 8:52am 
A type computer 120mb virgin connection. Im telling you right now the problems with the online is not framerate its all internet, as connecting with people all over the world your going to lose a packet in there and them BAM the entire game is done. Capcom can actually fix this, but for what ever reason wont, maybe its the whole xbox live ♥♥♥♥♥ again or just dont think the pc crowd is worth the effort. The delayed patches are due to capcom being lazy, siphoning the work off to a 3rd party company, I have not ever heard of a patch being delayed for so long on a console to pc until this game.

Moral of the story capcom is lazy......buy a console. (if you wish to play this game)
Legaia-Senpai Jan 29, 2013 @ 8:58am 
Vuk, I'll try this tonight.
Just hope this will work for me.
Thanks bro. :3
GamersUnidosMx Jan 29, 2013 @ 9:00am 
OLD news really, this happens in SSFIV:AE also... If you reinstal your game and don't run the benchmark you always have an E rate on your machine and whenever you play against someone with a higher rate, you'll have "lag" as in warping. But if both have the same rate i.e. an "A", the match will be silk smooth.

In SFXTKN, I always get 120+fps in the benchmark but in reality my max FPS is 60fps. And I have played 3 ranked matches and experienced NO warping at all so I guess, the ones having this issue, are people with low specs PCs and the ones that never run the benchmark. That's why the game runs the benchmark the first time you try to play online...
Vuk Jan 29, 2013 @ 10:24am 
Originally posted by LoL > DoTA2:
In SFXTKN, I always get 120+fps in the benchmark but in reality my max FPS is 60fps. And I have played 3 ranked matches and experienced NO warping at all so I guess, the ones having this issue, are people with low specs PCs and the ones that never run the benchmark. That's why the game runs the benchmark the first time you try to play online...

It's not you that's experiencing the warping, it's other people, because of you. Now, I'm not saying you YOU, but just like "you" as in the reader, in general, if their machine runs the game at a slower tempo, and yea benchmark is key.

Originally posted by Lord Von Mogar IV:
Im telling you right now the problems with the online is not framerate its all internet, as connecting with people all over the world your going to lose a packet in there and them BAM the entire game is done.

I know what you're referring to. Lets say both players did the things I said here in this post:
If one of the players starts to lose a packet here and there from a lag spike or WiFi problem or w/e, their opponent WILL notice teleportation/warping again....but the amount varies. Severely varies.

It starts off with small amounts of teleporting/warping as you lose a packet here and there. Now if the player starts to lose even more packets, and more packets, then it increases the amount of teleporting/warping the OTHER player experiences cause of him, little by little, building up.

But the MAIN cause of the overall teleportation is the tempo/frame-rate differences on match start and beyond! The rest is determined by the net quality! Even more so, if huge amounts of teleporting happen, who's to know if the opponent did not just experience low performance on his machine that isn't packet related? It would slow the tempo of the game on his computer and cause crazy warping for the other! This is why, in my fix, I specified to put the framerate something crazy, like above 100 frames, if you believe your computer can sieze up a lil from processing something in the background. Mine is 140 and I got 80 frames of space inbetween in case something like that happens, making it IMPOSSIBLE to lag/warp on the other player's screen with good net protocol between us.

Now I'm not a happy camper (Canadian expression). This is my current remedy to just being able to have seamless matches with other players online and them having seamless matches playing ME online, at the expense of my SFxT looking like ♥♥♥♥. I don't really care about the stage, I care about the character quality, the smooth frames, and ABOVE ALL, a fair ♥♥♥♥♥♥♥ fight. CAPCOM still needs to get on the ball and fix this, if they ever do.

I've played 6-7 players from USA that had one-two bars on start-up in Ready Mode. Both sides surppased the benchmark so the frames were solid. We started off well and then almost to the end of the match, I saw the other player teleport/warp on me, slightly. It was noticable, but I found it VEEERY playable still. It even balanced out after the round was over! Nowhere NEAR as bad as with the tempo and frame-rate differences on startup. Nowhere....near...as bad.

Playing with people from Brazil (region set on ANY) was discusting. Horrifying warp/teleport. I had no idea if their bench was good, but lets say it was...then it was the net.

Originally posted by LoL:
OLD news really, this happens in SSFIV:AE also... If you reinstal your game and don't run the benchmark you always have an E rate on your machine and whenever you play against someone with a higher rate, you'll have "lag" as in warping. But if both have the same rate i.e. an "A", the match will be silk smooth.

This is very good information, thanks! I do believe I omitted that whole problem with SSFIV:AE simply because SSFIV:AE wasn't running well from the get-go on my laptop, so I just set low res settings there off-the-bat, fixing my frame-rate setup/tempo after install. I don't have any problems with teleportation/warping in SSFIV:AE, and I'm pretty sure no one saw /felt me teleport on their end either. I mean, not a single teleport/warp in SSFIV:AE. Not one. The game just pauses/delays both of us ,at the same time when there is lag, or if the player is far far away.
JacerX Jan 29, 2013 @ 10:32am 
Don't waste your time with replies to some people Vuk. People will always have conflicting thoughts, just keep this thread alive and let's hope for the best.
Vuk Jan 29, 2013 @ 10:39am 
Originally posted by JacerX:
Don't waste your time with replies to some people Vuk. People will always have conflicting thoughts, just keep this thread alive and let's hope for the best.

They're not so bad! The comments aren't trolish and provide useful information!....so far!

LoL basically said that SSFIV:AE has same problem if the frame-rate/tempo is different. SSFIV:AE has A LOT more players online at any given time then SFxT. Like if you open up arcade mode and allow Fight Requests, you will barely get a chance to win one round against CPU, you'll allways hit a challenger, especially if you put ANY region on. In every instance of every fight I ever had on SSFIV:AE, I never experienced warp/teleportation from the challenger.

That's like 300 games and counting.

And the other guy is trying to say frame-rate does not matter. Well it does. Frame-rate+tempo DOES matter, big time, on SFxT then AFTER THAT comes the net performance. The total of the two represent the warp/teleport factor.

Barely any players on SFxT.
Before my fix, 25% chance I would play someone that doesn't teleport on my screen, but almost immediately after, they would either quit or message me that I lag/teleport. So if I didn't teleport then they did, and vice-versa, without applying the settings I specified in my topic up top.

After I applied my settings, and anyone else who applied it also...we experienced no problems, or very mild problems (probably caused by net/packet losage) but stll very very playable....and that's including 3-4 spectators from Endless Battle watching the fight + 2 people on one tag team +1 challenger, which is the scenario that's currently being played out with all the people who applied my settings and added me, to game up!
JacerX Jan 29, 2013 @ 11:29am 
Do you know if SFXT uses TCP or UDP?
Vuk Jan 29, 2013 @ 12:23pm 
Originally posted by JacerX:
Do you know if SFXT uses TCP or UDP?

Most all of newer game titles and overal net technology uses TCP...but no, I'm not sure, I didn't verify.
Kawalorn Jan 29, 2013 @ 12:39pm 
I did that WAY BACK when the game came out and the "FIXED" framerate made it only worse. If it CAN work it will work only when BOTH players have it set and I really doubt that will happen. I dunno if they fixed it here or not but "Variable" took priority over "Fixed" in SFIV if 2 players had different settings. And seeing as Capcom was stupid enough to go back to "Variable" even after they went with "Fixed" in SSFIV I'm afraid they made that mistake again.

Besides, back on EVO 2012 one guy from SRK had a talk with Capcom-employee and he confirmed tha lags are there because game uses all the power PC has to rollback. Let's say I have a better computer and I can by rolled-back be 6 frames and my opponent has a weaker one and can rollback by 3 frames. Well I get backed by 6 he gets backed by 3 and we're back where we started. Of course it is not a problem on consoles because everyone has the same machine...

Sorry but this "fix" was given multiple times already and has been shot down each and every time.

Buuuuut... ah what the heck maybe one of the patches changed something and it does work now. :P Gonna try it anyway.
Kawalorn Jan 29, 2013 @ 12:55pm 
Well guess what... Everything went to sh*t... again...

Got massive teleports and like 3 to 10 (!!!!!!!!) second freeze ups with people that I could play perfectly before.
Vuk Jan 29, 2013 @ 12:57pm 
Originally posted by Kawalorn:
Sorry but this "fix" was given multiple times already and has been shot down each and every time.

Buuuuut... ah what the heck maybe one of the patches changed something and it does work now. :P Gonna try it anyway.

You are right. Setting it on FIXED didn't make much of a difference. I just tinkered with the game settings while it was on FIXED. I set my settings for benchmark on default: High resolution, shadows, motion blur, stage HIGH...it gave me 56 frames, rank B.

To play online properly with everyone, it has to be not only Rank A, but "above" Rank A. That insures any inbetween instability or slowdown of the PC that your computer might incur that could stack teleportation/warping onto the opponent. Same applies to the opponent.

Me, I went overboard just to be safe. 140 frames. No chance in hell to warp on someone. I asked every player I played against after this, and they are all happy with my performance on their end.

Kawalorn Jan 29, 2013 @ 12:58pm 
Well my standard FPS is 80-100 on max settings.
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Date Posted: Jan 28, 2013 @ 10:05pm
Posts: 90