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I tend to agree.
Online is really bad, for a game with such a huge budget and rollback being handled very well even by indies, that's sad.
In SF6, it's clearly roll-back, as I've had my character's successful commend grabs (the camera switches to cinematic) suddenly end mid-throw with me appearing into ad opponent's normal throw; and what should be lower latencies (<50ms), seem to have the most dropped inputs (for a game with very easy inputs, when stuff drops, it's rather obvious).
Roll-back is way to kind of fool people into thinking they're playing a smooth game, when it's actually just resyncing proceedings in real-time to belie the actual connection quality / when the players are witnessing different things happening on each end. The slow-motion is a failsafe for when the connection is far too much to re-sync without it devolving into a shroom induced trip of super-moves canceling mid cut-scene etc.. The best way to see this is to record a match from both ends, then compare them side-by-side.
cool, but rollback with a good netcode is still miles better than delay base, here if it is rollback mixed with delay based, it's still very bad.
People think rollback is a god solution but that's only the case when the netcode is really solid and choose the best server so both player play with the same lag therefore less rollback.
Here from what i've seen, it's just yolo and randomly decide to go full rollback on 50-60 ping or lower and full delay on 80+. Clearly a netcode problem more than rollback/delay, since it seems to choose the worst solution for each situation
Bro, we know about rollback.
It's just that SF6 mixes both rollback and input delay based netcode, so MK1 might do the same, except in SF6's case, it's almost perfect, and in here, it feels extremely weird, since some matches, within comparable situations (less than 100ms, 60 benchmark score, wired), sometimes feel ok (though still not offline-like), and some REALLY feel delayed as F, something that usual rollback netcodes never really permit.
The whole point of a rollback netcode, is having the same timings offline AND online, and in here, it's clearly NOT the case.
But hey, they messed up yet another thing about this game, at this point, why am I surprised ?
game was probably rushed and planning on patching stuff like that in. Pretty sure they will fix the netcode if its really an issue.
When I watched people play the beta, most connection were between 40ms and 100ms, and for those who were playing in populous U. S. cities. If that's going to be the case for the game going forward, then they may as well have region locked it until they had cross-play. From an advertising and reception standpoint, they'd have been better off people complaining about long match-making wait times, than the net code being trash -- the latter implication directly kills a game's PvP, which will directly affect sales (I'm living testament to said fact).
i have played previous NRS titles and seen roll-backs happen, so you are wrong.
https://www.youtube.com/watch?v=7jb0FOcImdg