GUILTY GEAR XX ACCENT CORE PLUS R

GUILTY GEAR XX ACCENT CORE PLUS R

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Daemyx 2015 年 5 月 29 日 下午 6:03
When's rollback netcode?
What year is this?
It's better, just embrace it.
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目前顯示第 1-15 則留言,共 15
max :) 2015 年 5 月 29 日 下午 6:19 
If this game had rollback, I would encourage everyone to buy it. Locals in the UK are essentially nonexistent, and I would love to play with my american buddies.
Vassago Rain 2015 年 5 月 29 日 下午 6:20 
Rollback is trash.
Sol Neutralguy 2015 年 5 月 29 日 下午 6:22 
We're probably a decade away from an ASW made game using rollback netcode. It's a shame, but it is what it is.
Daemyx 2015 年 5 月 29 日 下午 6:47 
引用自 Vassago Rain
Rollback is trash.
I don't know if you are being sarcastic or not, but I disagree with that statement.
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.
最後修改者:Daemyx; 2015 年 5 月 29 日 下午 6:47
Vassago Rain 2015 年 5 月 29 日 下午 7:42 
引用自 Daemyx
引用自 Vassago Rain
Rollback is trash.
I don't know if you are being sarcastic or not, but I disagree with that statement.
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.
Circuitous 2015 年 5 月 29 日 下午 8:08 
This game isn't not using rollback netcode because of some misguided notion that it isn't great. They do their network interface development in house with the expectations of the Japanese market in mind. It's a smaller geographical location with a faster, more efficient infrastructure, so delay-based netcode works just fine 99% of the time.

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.
Toasty 2015 年 5 月 29 日 下午 9:10 
引用自 Circuitous
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.
...You're right. What they really need to do is improve their dynamic delay. One major issue is that the delay is only dynamic in one way, and won't decrease if the ping to an opponent lowers. The other issue is that the delay can't be manually limited, or limited at all.
Daemyx 2015 年 5 月 29 日 下午 9:54 
引用自 Circuitous
This game isn't not using rollback netcode because of some misguided notion that it isn't great. They do their network interface development in house with the expectations of the Japanese market in mind. It's a smaller geographical location with a faster, more efficient infrastructure, so delay-based netcode works just fine 99% of the time.

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.
Then they should realise that the world doesn't run on japanese internet and get to work on their savestate support. Any matches that would have minor teleports on rollback would be completly unplayable on input delay.
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.
supreme 2015 年 5 月 29 日 下午 11:41 
引用自 Vassago Rain
引用自 Daemyx
I don't know if you are being sarcastic or not, but I disagree with that statement.
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.

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.
shano 2015 年 5 月 30 日 上午 6:07 
引用自 Vassago Rain
Rollback is trash.
lol you serious?
Florence 2015 年 5 月 30 日 上午 8:06 
引用自 Vassago Rain
Rollback is trash.

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!
最後修改者:Florence; 2015 年 5 月 30 日 上午 8:07
Vassago Rain 2015 年 5 月 30 日 上午 8:58 
GGPO is also trash.

I'm very sorry you guys still can't understand why the big players don't use rollback.
PaulThreeSixty 2015 年 5 月 30 日 上午 9:49 
引用自 Vassago Rain
GGPO is also trash.

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.
Florence 2015 年 5 月 30 日 上午 10:24 
引用自 Vassago Rain
GGPO is also trash.

I'm very sorry you guys still can't understand why the big players don't use rollback.

Because it's totally pro trying to do FRCs in 25f of input lag? :happycrank:
Daemyx 2015 年 5 月 30 日 上午 10:28 
引用自 Vassago Rain
GGPO is also trash.

I'm very sorry you guys still can't understand why the big players don't use rollback.
You really don't know what you are talking about. Did ggpo stole your lunch money or something?
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張貼日期: 2015 年 5 月 29 日 下午 6:03
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