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Player #3
Player name: TarMa971 (hope I got the numbers right ^^)
Host: him
Country: France (specific location, anyone?)
Connection level: 2 bars
# of matches: 6
Netcode version: v4.1
These were short matches, since my opponent was leaps and bounds beyond my skill level, but we played 6 to compensate for it, so I had a chance to look at whether there was any deterioration in the quality of network latency or increse of frame delay. The numbers speak for themselves: there's none to be seen and I felt none either during the matches. For me it felt like it was hard to react to hop-ins, but this is most likely because this is the first time I ever played against a Ralf... damn, that guy has a low hop arc! Very hard to react to, and TarMa could convert into massive damage each time. I could barely land a hit on him, but the netcode had nothing to do with it. He was only slightly less dominant with his other point characters, ultimately leaving me no chance to see whether I could perform combos or drive cancels. All in all, it was a good quality match, only slightly less impressive than against Deals from Germany.
Player #4
Player name: PBF
Host: him
Country: Stockholm, Sweden
Connection level: 2 bars
# of matches: 6
Netcode version: v4.1
I played these matches after midnight following a long day at work, so I was half asleep by that time, but from what I can recall, it was basically as fluid as against TarMa earlier. PBF also knew his game very well, but I could react to his moves at least. I was dropping my combos a lot of the time, but in retrospect I'd give the benefit of the doubt to the netcode and attribute it to falling off the chair to sleep (and being on the 2P side, which I never really practiced :( ). As with TarMa before, no deterioration over time was observed, and no stuttering or disconnects occured during the matches.
Player #5
Player name: Tom Sawyer
Host: me
Country: France? (isn't he Morroccan? specific location, anyone?)
Connection level: 1 bar
# of matches: 3
Netcode version: v4.1
This was the worst quality match out of all those I played against Europeans (unless Tom Sawyer really does live in Morrocco, and only his ISP is reported as being french), but it was still better than your average console connection. I could tell he had a hard time landing combos and mistimed some blocks as well, and there were slight stutters every now and then during matches. In two of our three matches, we had the "Synchronizing" message pop up mid-match (one such occurrence came shortly after the fifth sample you can see in the code block below, so the game probably forces resync after a certain frame delay threshold is reached). It would be really advantageous to know whether he had the required ports forwarded on his router at the time, I had the feeling he might not have done that, as other European opponents all had better connections.
Player #6
Player name: ? (forgot to write down :()
Host: me
Country: Saudi Arabia
Connection level: 1 bar
# of matches: 2
Netcode version: v4.1
This felt pretty much like the previous matches vs. Tom Sawyer, but without any cases of resynchronization mid-match (as far as I can recall). There were occasional stutters or frame skips, and the delay could be felt, but it was passable for a 1-bar connection.
Player #7
Player name: forcedgyp
Host: me
Country: Belgium
Connection level: 2 bars (it jumped to 3 bars occasionally)
# of matches: 6-7
Netcode version: v4.1
All in all a fluid match, no skipped frames and mid-match resyncs. Hit-confirming and anti-airing was hard but possible, and the quality was the same throughout the two sets of matches. My opponent left and rejoined the lobby after a match or two, but it had no noticable impact on further matches.
Player #8
Player name: Kogsy
Host: me
Country: Austria? (the DNS lookup yielded no ISP, so it's hard to be sure)
Connection level: 3 bars
# of matches: 1
Netcode version: v4.1
It's such a shame he left so early, because the match we played was really smooth, lagless and responsive. He looked very new to the game so it made my job easier, but I could land combos and drive cancels without fear of dropping them due to delay.
Player #9
Player name: rockyminoma
Host: me
Country: San Francisco, USA
Connection level: 1 bar
# of matches: 8
Netcode version: v4.1
Despite it being a connection from Hungary to the West Coast, this match was still much more playable than 2-3-bar matches on the PS3! It had delay, sure, but it was playable. Rocky did a fine job at hit-confirming in spite of the slight lag, I had some trouble but that's because of my lack of experience and practice in KOF. He played a solid keepaway/zoning team, but as opposed to similar situations on console I was able to get around his fireballs from time to time, so the matches had a good back-and-forth feel to them, with his experience and scary Terry putting him on top in the end. Very rarely there were frame skips, and pre-match synchronizations took a bit longer than versus my other opponents, but I wouldn't scoff at the quality of connections like this knowing it was between continents.
On friday and during the weekend I'll get some V6 testing done and repeat the packet capture/analysis I did for these. I hope to have it ready by Monday Japan time. ^^
Keep up the good work, SNK!
NOTE: I changed the sampling strategy from taking snapshots every ~90 seconds to taking snapshots at roughly even intervals throughout length of the set of matches, to better highlight possible deterioration of netplay quality (if any exists).
Player #10
Player name: Rayden-sama
Host: me
Country: France
Connection level: 1 bar
# of matches: 7
Netcode version: v7
These were playable matches but with a LOT of synchronization (15 seconds or more!) happening at the character select screen, order select screen and at the start of each round. It was hard to react to jumpins, but my opponent was more of a defensive player so he outlasted me long enough to punish my execution mistakes with his hard-hitting team. Strange thing is I couldn't find any deterioration which would explain the high number of synchronizations in the packet data, but there they were anyway.
Player #11
Player name: Plasma-funk
Host: me
Country: Hungary
Connection level: 3-4 bars
# of matches: 1
Netcode version: v7
This was the only match in which I clearly faced someone with a PC that is affected by the 100% CPU usage "bug" of KOF XIII SE. I don't know the guy personally, but I know a friend of his and he told me that his PC meets the minimum requirements, but it's not much better than that and that they had horrendous video lag when they tried playing. Well, that was visible on my end too: the match felt like it was being fought underwater, tons of micro-stutters which made combos almost futile to try, although it was possible to react to jumpins. The game skipped frames left and right, which is probably because Plasma_funk's PC was being pushed to the limit. I saw packets sent and resent in batches of a dozen mid-matches, and outside of matches there were constant synchronisations during which I got like ~200 packets from him to get his client to where mine was in the sequence of actions.
Player #12
Player name: HIGH/(^_^)/\(^_^)\FIVE
Host: him
Country: Belgium
Connection level: 1 bars
# of matches: 6
Netcode version: v7
Overall these matches were playable, little to no synchronization going on, the message only appeared at the character select screen once in a while and not for a long while. There were some occasions when I could've sworn my reaction anti-airs were in time but they weren't, but looking at how the frame delay fluctuated over the course of the matches, that could very well account for it. Even so, these were enjoyable matches and doing long combos and hit-confirms was very much possible (even if my opponent managed it far more consistently than I have ^^).
Player #13
Player name: Erik
Host: me
Country: Denmark
Connection level: 2 bars
# of matches: 1
Netcode version: v7
The best quality match I had in v7 so far, this felt just like offline. I could pull off my bnb-s and do some longer Kensou corner juggles as well. No stuttering, no synchronization message, no deterioration. I wish every match went like this!
Player #14
Player name: Tom Sawyer (again!)
Host: me
Country: France
Connection level: 1 bars
# of matches: 1
Netcode version: v7
This will be good for comparison purposes, since I've met him under v4.1 as well (see posts above this one). The connection was much better than the last time we played and it showed, since his middle character (Chin) pretty much demolished my last two characters. I couldn't even touch him (he's the first guy I met who uses the character as well). There was a small delay to be observed, but the stuttering from the previous encounter was gone and we could both react to each other's jumps fairly well. All in all, if this is indicative of how much of an improvement v7 is over v4.1, I'm pretty happy, since it turned an unplayable match to a playable one. I did get the "Synchronizing" message at the start of each round, but not during matches anymore.
Player #15
Player name: Aelsca_meyen
Host: me
Country: Canada
Connection level: 1 bars
# of matches: 10
Netcode version: v7
Unfortunately this overseas match was unplayable from start to finish. While there was no stuttering or frequent synchronization, the delay was killing any attempt at prudent gameplay. Full jumps weren't possible to react to (let alone hops...) and even basic juggle combos were impossible to perform due to having to input the motions a quarter of a second sooner than what you were used to. This was more or less identical to how console netplay looks like for me currently vs. European opponents. All in all, not a pleasant experience, but at least it didn't deteriorate further into the set. We talked with Aelsca_Meyen during the matches and he pretty much had the same delay that I did. His ports are correctly set up and he's not suffering from any CPU issues either, AFAIK. A damn shame, because we appear to be close in KOF XIII experience, so practicing together would've been fun. :(
Jace
I'm from Chile, so expect a 1 bar fight but it could still provide some useful info.
Vanscot: that could prove useful indeed, but I wouldn't recommend sharing captured data from your network traffic with anyone you don't trust, unless you know how to filter only the relevant packets. That said, if you're still interested, add me and we can discuss details. ^^
That delay suprised me a lot as well..