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FlyingVe

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  1. +1
    FlyingVe got a reaction from Hawkingbird in The Street Fighter V Thread, vol. 2   
    I will always play KI with people but, as mentioned earlier, cross play is kinda pants.
     
    It works, but invites and stuff don't really work.
  2. +1
    FlyingVe got a reaction from DoctaMario in The Street Fighter V Thread, vol. 2   
    To throw shade where it's due. KI's cross play system is pants. Its net code is still the best though, with only MK approaching it.
     
    I don't get Arksys and their constant need to try and reinvent lobbies and menus. They had it right with the original Blazblue (basically), and have just fucked it up more and more with each game.
  3. +1
    FlyingVe got a reaction from Mattatsu in The Street Fighter V Thread, vol. 2   
    To throw shade where it's due. KI's cross play system is pants. Its net code is still the best though, with only MK approaching it.
     
    I don't get Arksys and their constant need to try and reinvent lobbies and menus. They had it right with the original Blazblue (basically), and have just fucked it up more and more with each game.
  4. +1
    FlyingVe got a reaction from DoctaMario in The Street Fighter V Thread, vol. 2   
    Well, 90% of the rollbacks are basically imperceptible, as its barely rolling back anything.
     
    Basically, the game assumes whatever you were doing at the moment the packets dropped is what you were doing during. So, if you were doing f2, it would assume you are still hitting those buttons.  When the connection is reestablished it resets the game to reality. All rollback does is let the game play as normal during those drops under the assumption that most of the time, the drop only lasts a frame or two so the rollback is irrelevant. Many people I think, over complicate what "predictive" means in this context. As mentioned at the beginning, most of the time, the rollbacks are only a frame or two and are imperceptible.
     
    Common problems with rollback games are games that try to transmit too much data (see SFV trying to sync background elements and physics), or the rollbacks themselves not being sync'd (see SFV or the SNK net code).
     
    An important thing to remember is, a bad connection is still a bad connection. What rollback does, is expand the range of what is acceptable within a good connection, and hard cap the amount of input delay (most rollback games have 2-3 frames of delay still).
  5. +1
    FlyingVe got a reaction from Vhozite in The Street Fighter V Thread, vol. 2   
    To throw shade where it's due. KI's cross play system is pants. Its net code is still the best though, with only MK approaching it.
     
    I don't get Arksys and their constant need to try and reinvent lobbies and menus. They had it right with the original Blazblue (basically), and have just fucked it up more and more with each game.
  6. +1
    FlyingVe got a reaction from elliephil in The Street Fighter V Thread, vol. 2   
    Well, 90% of the rollbacks are basically imperceptible, as its barely rolling back anything.
     
    Basically, the game assumes whatever you were doing at the moment the packets dropped is what you were doing during. So, if you were doing f2, it would assume you are still hitting those buttons.  When the connection is reestablished it resets the game to reality. All rollback does is let the game play as normal during those drops under the assumption that most of the time, the drop only lasts a frame or two so the rollback is irrelevant. Many people I think, over complicate what "predictive" means in this context. As mentioned at the beginning, most of the time, the rollbacks are only a frame or two and are imperceptible.
     
    Common problems with rollback games are games that try to transmit too much data (see SFV trying to sync background elements and physics), or the rollbacks themselves not being sync'd (see SFV or the SNK net code).
     
    An important thing to remember is, a bad connection is still a bad connection. What rollback does, is expand the range of what is acceptable within a good connection, and hard cap the amount of input delay (most rollback games have 2-3 frames of delay still).
  7. LOL
    FlyingVe reacted to Darc_Requiem in The Street Fighter V Thread, vol. 2   
    Sorry fam, saw the caps and this came to mind.
  8. +1
    FlyingVe got a reaction from Bigtochiro in The Street Fighter V Thread, vol. 2   
    To be fair to SFV, when it came out it did have good net code relative to others. For a decent chunk of the last console generation, KI was the only game with good net code, and the old Arksys Delay code was still considered fine.
     
    Other games having good net code is a really new development, maybe one of the few good things that has come out of COVID.
  9. +1
    FlyingVe got a reaction from HeavensCloud in The Street Fighter V Thread, vol. 2   
    To be fair to SFV, when it came out it did have good net code relative to others. For a decent chunk of the last console generation, KI was the only game with good net code, and the old Arksys Delay code was still considered fine.
     
    Other games having good net code is a really new development, maybe one of the few good things that has come out of COVID.
  10. +1
    FlyingVe reacted to Darc_Requiem in The Street Fighter V Thread, vol. 2   
    In 2016, relative to it's Japanese contemporaries, SFV's netcode wasn't bad. Problem is Netherrealm ripped apart an existing game Unreal 3 Engine based fighting game that wasn't designed for rollback netcode and added it in at great expense. KI was budget as hell and had great rollback netcode. SFV was designed with rollback in mind, there is no way you can tell me it was cheaper for Netherrealm to fix MKX's netcode than it would have been for Capcom to fix SFV's. Especially when budget ass MVC: Infinite has solid netcode. So they already had a better version of their in house netcode available. And the comment on MVCI's netcode isn't just anecdotal. Fans of the game literally grew their own scene, even during the pandemic, thanks to the quality of the games netcode.
  11. +1
    FlyingVe got a reaction from elliephil in The Street Fighter V Thread, vol. 2   
    To be fair to SFV, when it came out it did have good net code relative to others. For a decent chunk of the last console generation, KI was the only game with good net code, and the old Arksys Delay code was still considered fine.
     
    Other games having good net code is a really new development, maybe one of the few good things that has come out of COVID.
  12. +1
    FlyingVe got a reaction from elliephil in The Street Fighter V Thread, vol. 2   
    Giving Cammy a Dive kick has been a problem since they did It in SF4.
  13. +1
    FlyingVe reacted to Shakunetsu in The Street Fighter V Thread, vol. 2   
    started a new work overseas but i stay at home, good thing is i can sleep now at work as long i finished my task no need to travel because the pandemic is still a problem here.
  14. LOL
    FlyingVe got a reaction from Bigtochiro in The Street Fighter V Thread, vol. 2   
    That's just people fronting.
     
    Ain't nobody ever cared about that characters abs.
  15. LOL
    FlyingVe got a reaction from DoctaMario in The Street Fighter V Thread, vol. 2   
    That's just people fronting.
     
    Ain't nobody ever cared about that characters abs.
  16. Insightful
    FlyingVe got a reaction from Volt in The Street Fighter V Thread, vol. 2   
    Can confirm. Blanks has favorable matchups against both Falke and Hugo.
  17. +1
    FlyingVe got a reaction from elliephil in The Street Fighter V Thread, vol. 2   
    I agree but.. you pretty much described every SF game.
     
    they are all almost the chosen one except for a few things. Honestly, that’s true of basically every game.
  18. +1
    FlyingVe got a reaction from Pair of Rooks in The Street Fighter V Thread, vol. 2   
    I agree but.. you pretty much described every SF game.
     
    they are all almost the chosen one except for a few things. Honestly, that’s true of basically every game.
  19. +1
    FlyingVe got a reaction from Pair of Rooks in The Street Fighter V Thread, vol. 2   
    Second verse same as the first.
     
    Don’t count your blessings the new SF is always worse.
     
    🙂
  20. LOL
    FlyingVe got a reaction from Bigtochiro in The Street Fighter V Thread, vol. 2   
    That's not how this works. Once SFV ends and SF6 begins, SFV will be the best thing ever and SF6 will suck.
     
    There are rules.
  21. +1
    FlyingVe reacted to Vhozite in The Street Fighter V Thread, vol. 2   
    SFV  for me is gonna end up like SF4. There are things I like about it but I can’t see myself playing it for any serious amount of time after 6 drops. Just like with 4, I’ll probably convince myself it wasn’t that bad, boot it up, then remember why I hate it 2 mins into labbing.
  22. Insightful
    FlyingVe got a reaction from Pair of Rooks in The Street Fighter V Thread, vol. 2   
    That's not how this works. Once SFV ends and SF6 begins, SFV will be the best thing ever and SF6 will suck.
     
    There are rules.
  23. +1
    FlyingVe got a reaction from DoctaMario in The Street Fighter V Thread, vol. 2   
    That's not how this works. Once SFV ends and SF6 begins, SFV will be the best thing ever and SF6 will suck.
     
    There are rules.
  24. +1
    FlyingVe got a reaction from Volt in The Street Fighter V Thread, vol. 2   
    That's not how this works. Once SFV ends and SF6 begins, SFV will be the best thing ever and SF6 will suck.
     
    There are rules.
  25. +1
    FlyingVe got a reaction from Dracu in The Street Fighter V Thread, vol. 2   
    That's not how this works. Once SFV ends and SF6 begins, SFV will be the best thing ever and SF6 will suck.
     
    There are rules.
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