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.
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!
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:
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:
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:
Its an option that needs to be forced in the drivers not in game.
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.
For AMD graphic card users, one user confirmed optimization for AMD cards:
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!