Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I hope the netplay works perfectly once the game gets fully released.
I also putted the settings in "no latency", where you choose settings once you find a rival. (I'm not really sure what that means, specially when its in japanese rofl).
Basically higher latency gives you higher fps but at the cost of higher latency (delayed inputs ). Of course there's more technical explanation but that's all you need to know for now. If you had around 45-60 fps with no latency then with "low latency" you should have consistent 60fps in my opinion.
That's not how it ♥♥♥♥♥♥♥ works you dolt. Obviously ZUNs netcode is just a very naive implementation of lockstep. If there was an input delay in it, it would at least run at full 60 FPS but that's obvioulsy not the case. Clearly the game just keeps waiting for the other players input packets, and since there is no buffer thats why it slows down.
Just because there is a delay to inputs doesn't mean you are guaranteed to have 60fps instantly. I have played many games with delayed inputs and I still couldn't get pure 60fps (the netcode was bad). I do not have touhou 19's source code so I do not know what ZUN did here so I think you assuming it's a naive implementation of lockstep is bad. You might be correct but you have no proof to back it up, unless ZUN has said that himself.