Ultra Street Fighter IV

Ultra Street Fighter IV

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Do you want GGPO in USF?
Just answer with Yes or No. If it gets done or not is another thing. Just interrested to see what people would prefer.

Explaination of how Games using GGPO and Ultra Street Fighter 4 Netcode work in comparison.

Quote by d3v from shoryuken.com

"The important thing to note is that what GGPO (and rollback netcode in general) does is not totally eliminate network delay. Rather, it makes it so that you can set a fixed level of delay, allowing you to, for the most part, retain your timing as if the game were offline. Compare this to delay based netcode such as SFIVs where the delay changes dynamically depending on the network condition, this has a tendency to ruin your timing because it can change mid match or even mid combo. "
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Showing 1-15 of 21 comments
Lashie Aug 8, 2014 @ 10:03pm 
Short answer: No.
Long answer: I'd rather have the lag handling as per SSFIV:AE had rather than SFxT. It just got chaotic when the characters teleported left and right.
Qwilliam Aug 8, 2014 @ 10:03pm 
I don't care either way. I see no big difference between me and my friends playing GGPO games and SF4 online when we use private lobbies.
Originally posted by Lashie:
Short answer: No.
Long answer: I'd rather have the lag handling as per SSFIV:AE had rather than SFxT. It just got chaotic when the characters teleported left and right.
SFxT did not use GGPO it was it's own rollback net code done terribly wrong. Play Skullgirls, or other games by iron galaxy published by capcom that used GGPO and tell me it's worse than SF4.
DarkSamus Aug 8, 2014 @ 10:07pm 
No
Piitaasama Aug 8, 2014 @ 10:13pm 
Holy crap, you actually made a whole thread dedicated to this.You should really understand something internally before recommending it. For the second time, rollback netplay was not meant to work with 3D titles. The titles you mentioned are 2D.

Edit: NO, and I really doubt anyone is going to want something like sfxt online again.
Last edited by Piitaasama; Aug 8, 2014 @ 10:14pm
Originally posted by JacerX:
Holy crap, you actually made a whole thread dedicated to this.You should really understand something internally before recommending it. For the second time, rollback netplay was not meant to work with 3D titles. The titles you mentioned are 2D.

Edit: NO, and I really doubt anyone is going to want something like sfxt online again.

Skullgirls is rendered in a 3D enviroment in a 2D plane. So no it works. Capcom just could't make it work for themselves because they had no experience making one. Killer instinct has rollback netcode and is praised for online netplay being good. Why it's because the canon brothers that developed the GGPO netcode were involved with XB1's Killer Instinct. They helped them make their own rollback netcode. So yeah.
Last edited by gluemchen|A place far far away; Aug 9, 2014 @ 12:08am
Piitaasama Aug 8, 2014 @ 10:23pm 
Originally posted by gluemchen:
Originally posted by JacerX:
Holy crap, you actually made a whole thread dedicated to this.You should really understand something internally before recommending it. For the second time, rollback netplay was not meant to work with 3D titles. The titles you mentioned are 2D.

Edit: NO, and I really doubt anyone is going to want something like sfxt online again.

Skullgirls is rendered in a 3D enviroment in a 2D plane. So no it works. Capcom just could't make it work forthemselves because they had no experience making one. Killer instink has rollback netcode and is praised for online netplay being good. Why it's because the canon brothers that developed the GGPO netcode were involved with XB1's Killer Instinct. They helped them make their own rollback netcode. So yeah.

replied to you in the other thread.
Mars Aug 8, 2014 @ 10:26pm 
Go check out RunningWildVidya on YouTube and see the dark side of GGPO.
Originally posted by Scrubtrash:
Go check out RunningWildVidya on YouTube and see the dark side of GGPO.
I know about it. And those are extreme cases that can indeed happen. But i would rather deal with that happening only now and then, rather than unplayable matches and having my inputs dropped. Sure it could be improved, but thats another story.
Last edited by gluemchen|A place far far away; Aug 8, 2014 @ 10:30pm
Abstract Aug 8, 2014 @ 10:31pm 
Yes please.
Heroxoot Aug 8, 2014 @ 10:32pm 
GGPO only works with 2d models I thought? The way the netcode library works I was told it couldn't do anything with 3D models. Unless this has changed and/or is wrong. Please by all means show me it can work with this game.
Originally posted by FH Heroxoot:
GGPO only works with 2d models I thought? The way the netcode library works I was told it couldn't do anything with 3D models. Unless this has changed and/or is wrong. Please by all means show me it can work with this game.

Skullgirls is the only example there is. It uses a 3D Engine and works great with GGPO. All the characters are basicly textures pasted onto a simple 3D Mesh. Which then moves in a 2D Plane.
Last edited by gluemchen|A place far far away; Aug 8, 2014 @ 10:38pm
Heroxoot Aug 8, 2014 @ 10:39pm 
Originally posted by gluemchen:
Originally posted by FH Heroxoot:
GGPO only works with 2d models I thought? The way the netcode library works I was told it couldn't do anything with 3D models. Unless this has changed and/or is wrong. Please by all means show me it can work with this game.

Skullgirls is the only example there is. It uses a 3D Engine and works great with GGPO. All the characters are basicly textures pasted onto a simple 3D Mesh. Which then moves in a 2D Plane.
Character models sure do look 2D to me. Explain how they are 3D? The backgrounds look 3D tho.
L1L0 Aug 8, 2014 @ 10:47pm 
The models and environments are rendered in 3D but all the action is on a 2D plane. The reason (as I recall) we (PC) don't have GGPO for SF4 is because of a console limitation and not because the game is 3D or 2D or 47DD. Seth or Sven (forgot which) explained this a long time ago and because the games are rendered in 3D, simply put, there is not enough power on consoles to also run GGPO style netcode as it uses a substantial amount of resources. That's why you primarily see it on 2D fighters (flat sprites) on PS360. Theoretically, we could have GGPO for SF4 on PC because we have the hardware capable of running it but it would require 2 Dev-branches and Capcom is not going to OK that. Now that might have been their excuse at the time and consoles may be able to run it, I don't know as I've never programmed for consoles, or maybe they just didn't want to pay the (huge?) licensing fee to use it in their biggest franchise game.
Abstract Aug 8, 2014 @ 10:48pm 
Originally posted by FH Heroxoot:
Originally posted by gluemchen:

Skullgirls is the only example there is. It uses a 3D Engine and works great with GGPO. All the characters are basicly textures pasted onto a simple 3D Mesh. Which then moves in a 2D Plane.
Character models sure do look 2D to me. Explain how they are 3D? The backgrounds look 3D tho.
Learn to science.
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