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...of course, then they'll just spend months posting here about how much fun they're having playing Tekken 8. And who knows what violent coping tantrums they'll throw when SF6 wins out in player retention.
There is no difference between 2D and 3D fighting games when it comes to netcode dude. This is a lie that Harada has spread and ignorant tekken players have accepted wholesale without a shred of critical thinking skills. We have 3 3D fighting games on Fightcade 2 right now that work flawlessly and we have a beta version of Duckstation that runs Tekken 3 with rollback and it works way better than Tekken 8.
Transitions don't matter all you have to do is delay any sudden camera movements by a few frames and the problem is fixed.
Cutscenes don't matter I don't know why you brought this up they are literally a non factor.
Background effects don't matter the only thing that could happen here is visual issues if the effects are sudden which can be solved by making sure any flashy effects are delayed by a couple of frames before they happen. Its a nonissue.
"More movement to process" This doesn't matter people over estimate how complex Tekken 8s movement is there isn't a lot of process here, you press a button and you move in a direction. Rollback handles it fine, as mentioned before 3 3D fighting games have it on Fightcade one of which is Soul Caliber which has far more ♥♥♥♥♥ movement than Tekken 8. Tekken 3 also has it so you know doop doop poop.
Sorry but your understanding of how rollback works is non existent, any connection that would be unplayable and bad in rollback would be literally unplayable in any connection regardless of netcode.
Do me a favor, please just don't talk about this stuff if you don't have even a passing understanding of what your talking about. Its getting frustrating constantly having to correct misinformation.
I have SF6 and will get T8. There was no "eggs in one basket" lmao. FGC is actually a smaller group than you think that interplay and gossip about all FG's look at the FGC YT personalities, they all play and gossip about all. I'm not heavily invested in anything. The fact that SF6 could have been Great but as meta and tier list matured, it was apparent that it is just another modern FG (Sparse paid content, 1 update a year, no balance patches). Tekken 8 is coming and they have been successful. MK1 sold more quickly than SF6. All these FG's are taking profits of SF6 in some way or another because sales going forward will be affected by playerbase that chooses to focus (buy Passes and DLC) on another FG because money and time is finite. Heck, even Mods are apparently taking profits off of SF6 enough to get them to inject antimod.
To think arena background has anything to do with the netcode you must have negative iq. Must be hard to understand for regular anime enjoyer.
Btw 2 people in SF6 playing can see different backgrounds, you can see one arena background and your opponent other background he chose, because such things are client-side.
Let's learn what rollback netcode is. The really simple version is rollback tries to predict what the player will do based on possible outcomes. If it guessed wrong it "rolls back" to the incorrect frame and realigns. When it works well the player never sees the incorrect prediction.
One of the issues the Tekken team has spoken about is the high amount of inputs from something like KBD and other movement techniques. Also a 2d game just has less possibilities at any moment compared to Tekken. Rollback has far more possibilities to anticipate in a 3d game.
Then there's the things that Tekken has to deal with as a series, each character can do at least 40 moves while standing up alone. With characters like Mishimas, they could start wavedashing at any time and their crouch dash speeds can differ greatly. Then with lateral movement, you could be side stepping left or right, or side-walking left or right. And how long could you be side walking for? Does your character have any specific moves they can only do from side steps? Possibilities are endless bro.
I've even seen some Reddit posts of actual rollback netcode workers complaining how it's a headache to impliment rollback on a 3D fighting game yet it doesn't fit equally. If you wanna argue against that then go waste their time.
Again, the rollback is FINE. It's not "top-notch" like SF obviously, but it's not "trash" like most idiots say, it's just a trend to say, get over it. I'm leaving this here lmao.
What you're saying is also wrong. What that guy is saying is netcode you haven't even tried. It is known as "heatstation", and yes those old school Tekken games, in-fact run even BETTER than modern Tekken. And that was netcode that wasn't designed for anything in particular, 2d, or 3d. It was catch-all, and it just so happens that it does 2d rollback just as well as 3d. Even with an average of 8 buttons per second, you get people that can do infinites in certain games at unbelievably precise levels, and with little to no fluctuations.
So you're going to crap on a guy, despite not knowing how their netcode works, and now you're going to say 'I know better, and you want to cite how many attacks you can throw out as your argument?
Netcode isn't special, it doesn't need to be finely tuned on a per game basis. And as long as people have the same performance, guess what, it will work! And work it certainly does. The amount of inputs involved doesn't matter. Unless you're talking about moves that come out frame 1 and are active for 1-2 frames, where everything is within the margin of error for rollback frames, then sure you will see that in the most extreme of cases.
Except guess what - not only can you play with 0 delay frames, and still have insanely great rollback netcode even across the U.S. or a continental distance, but modern games fail to achieve anything close to this. So let's say you actually investigate what you're talking about, before trying to shut down the conversation and throwing out "BUT YOU CAN THROW 40 MOVES!!! THAT'S A BIG NUMBER BRO!" "ROLLBACK NETCODE IS HARD, BECAUSE I SAW SOMETHING ON REDDIT!" "IT HAS TO BE TOP-NOTCH LIKE STREETFIGHTER" but then you look at Rollback netcode done by mostly ONE college guy for the Playstation 1, and it completely discredits everything you said. But you wouldn't know that since you didn't look into the issue, now did you?
Hate to break it to you - but parroting excuses from dev teams plays EXACTLY into what they want. And detracts from the real conversation and solutions they could be having NOW. But again, prove us wrong, and don't say that something being 3D magically makes it different, because spoiler alert: it doesn't. Doesn't matter what game or medium it is, it's going to function virtually the same.
"Oh boy, so much confidence yet so much wrong."
The irony is palpable.
This doesn't matter because rollback again doesn't check inputs it just assumes the last thing your pressing is what you are going to continue pressing. Also Tekken players think 3D movement = complexity. Tekkens movement is complex but its not complex in the way that would remotely effect rollback. What matters more than the directions you move in is how quickly you move and how quickly the directions change. Trust me there are faster games with wackier movement than Tekken. Melee comes to mind, the games speed is way faster than Tekken has ever been and its movement is not binary like Tekken or other 2D fighting games. Its movement is analog meaning there are way more possibilities in Melees movement than in Tekken. It works perfectly with rollback and it literally wasn't designed with it in mind. For honor a fully 3D game uses rollback and its movement is also analog and it works fine. This excuse comes from ignorance, a complete misunderstanding of how rollback functions. I don't blame you though I blame Harada and the misinformation he spread regarding it. BTW don't just focus on the fact I brought up melee and go "HEHE YOU BROUGHT UP MELEE SO YOUR WRONG" so many brain dead Tekken players do this but they never explain why im wrong. Its intellectual dishonesty.
The number of moves don't matter because rollback doesn't track that it again literally just assumes what ever you are pressing last is what you are going to continue to press. You can have 2 moves or 2 hundred moves its literally a non factor. The netcode doesn't care about this kind of stuff.
There is no such thing as rollback netcode workers lol. There are plenty of networking engineers and developers who say its no different. We have 3 3D fighting games on fightcade right now that use it and a Tekken game on duckstation. It works fine
Seriously don't say other people are wrong when you literally lack the basic understanding of how ♥♥♥♥ works. You are not more educated on this topic than me man.
Reminds me of flat earthers.