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I would check back on what I said earlier.
I do understand that, I just said it's noteworthy, at least to me going in. So far it hasn't seemed to be a problem.
It works I can get it to register the prompts in game too; the problems I am having with that are on steams end though.
It is being finicky.
As the average PC gamer got 1TB minimum HD's now, often much more, developers mostly stopped bothering with optimizing file sizes out of laziness, as it's no longer as important as back when 500GB hard drives were considered pretty good.
Wildcard are one of the worst for it, ARK was 210GB before I uninstalled it, the files you DL on steam are compressed to about 15-20GB but they uninstall into obscene sizes and often don't even bother deleting their old data when they add one of those 50-200MB a day patches.
I dunno when it started exactly but at some point the masses started seeing huge file sizes as a good measurement for content & quality, when in reality massive file size often means devs just never bothered to reduce it at all, while it would likely be possible to make all their games half the file size at least.
To put it simple, the game doesn't use 2K and 4K textures in masses like other games with graphics that aims to look realistic. I wouldn't be surprised if each character only have 2 textures that are at 2048x2048 (2K) in size. To give you a comparaison, a game like Injustice 2 has about 18x to 34x 2K or 4K texture PER character. A 2K texture is about 1MB and a 4K is about 2.75MB in size when uncompressed.
The method that Ark have used for this game is like the latest Guilty Gears Xrd. It's a method that has been used in quite some games ever since the PS2, but never at the lenght they went.
Instead of having character with as few polygons as possible and high detailed textures to simulate the details (which is used in realistic games), Ark does it in reverse with high polygon models with flat colors sets on the textures. They also makes uses of LOT of bones per characters.
Lots of polygons and lots of bones doesn't take much space in terms of file size, but it's when you consider the calculation of the normals (faces orientation) of the surface of the model that things gets complex. This is why a game like this can't work on a PS2 while the method could work. Too many calculation at a time for the CPU.
To give you an idea, in a typical fighter game, today, in which cloth physics (or boob physics) are being used and in which the character is an humanoid without any animated extension, we count about 100 to 250 bones for a single character. The character, with the method Ark is using, has about 300 to 750 bones for the same character. That's because they don't use "physics", but instead actual pre-determined animated bones. Each strand of hairs and each "free" part of the clothes of the characters are ALL pre-animated. Ark avoid making use of cloth physics (or if you prefer, boobs physics) because whenever they cut the animation in an anime-style, it would swing around like crazy.
A typical fighting game character has about 70,000 to 150,000 polygons (when you count last gen) being rendered. Arks' character (like in this game) usually have about 400,000 for the same character. This is because they use reverse shell (which double the faces right away) on top of modeling the black lines within the model.
Normally, the lines are part of the textures. Arks makes the line actual mesh-based and put the UVs (unwrapped model part on the texture) overlaping each other and all those black line take barely more than 20x20 pixels on the texture in the end. (You could say that they use vector-based textures in an indirect sense).
This method is impossible to use for a realistic-looking game. It also requires a big artistic vision to understand how to properly manage the mesh' surface with the shadow & highlight system.
This is a video of a shader I have made myself that uses the same method:
https://www.youtube.com/watch?v=7hddR2mp92U
If you still can't get your fight stick working, try setting it up in Steam's Big Picture Mode controller settings. You can make any Dinput (PS3 toggle of your stick) work as Xinput (Microsoft's controller software standard). My Madcatz TE2 works no issue.
As for the servers... yeah it sucks. If I recall, ArcSys did this in GGXrd, haven't played too many anime fighters lately. It made sense in GG since the game is very niche and the playerbase is pretty low compared to the likes of the other big non-anime fighter games. Dragon Ball is a huge intelectual property and they should have forseen this being an issue. Even on the US side, where there are 10+ servers, they've all been full the whole day. Granted it is only day 1, and over time the numbers will dwindle.