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回報翻譯問題
Rollback is the best way and it should be standart in FGs.
If you want input delay you can set it up to have as much as you want it to.
Rollback introduces lovely teleportation and warping.
You also can't 'just implement it already, baka!' You need save state support to do rollback, which means all these games would have to be remade from the ground up.
To add rollback netcode to GG, they'd have to rewrite a lot of code to pull that off, not to mention the costs of licensing GGPO or something similar (or the dev time to write their own), and then you'd still have ♥♥♥♥♥♥ matches with someone half a continent away over ♥♥♥♥♥♥ routing, it'd just teleport instead of being underwater (or potentially even both). It's not worth the time investment.
Of course it doesn't run miracles and some conections will never be good, but the range of people you can have good matches with is WAY bigger then on input delay. I'm not saying that it's easy or cheap, but it is better and this would be a better game if it had it.
I can't comprehend how in this day and age games have this barely functional netcode if there is a way to make it good.
The teleportation/warping effect isn't a symptom of anything not actually possible in the game engine, it merely reverts to the current state based on what was really pressed, when it was pressed. The choice of rollback vs. input delay ultimately comes down to this:
Rollback: can't truly see clever mixups < 1-6 frames (depending on ping) in order to react to them, but all the combos you trained offline will work flawlessly. Reacting to jumps or anything > 6 frames MAX is perfectly viable.
Delay based: Can see every frame as it was meant to be seen, but EVERY command comes out later than you intended, resulting in bad punishes, frame traps, and dropped combos.
I know which one I'd choose every single time. If you can't see the merit in option A, you simply don't understand fighting games.
Err... what?
Yes, rollback-based netcode has rollbacks. It also allows you to play with low input delay, which is WAY MORE IMPORTANT. If I had the choice between the game looking a little bit janky at times or having to play with half a second of input delay, I would choose the former.
Besides, most rollback netcode solutions allow you to set the amount of input delay yourself. Since you hate rollbacks, you can set your delay to some stupidly high number and play a silky smooth (looking) game where all your inputs may as well be happening underwater. And that wouldn't affect the people who choose to play with low input delay, which is the great thing about GGPO!
I'm very sorry you guys still can't understand why the big players don't use rollback.
They dont use it because it costs money and time to implement and they just want some quick steam bucks when porting games.
Because it's totally pro trying to do FRCs in 25f of input lag?