Street Fighter X Tekken will not be using the current GGPO's or the Street Fighter 4 series' net code, Capcom's Yoshinori Ono mentioned recently on SiliconEra.
"There are still some kinks that we’re working out with the netcode. I can tell you officially were not using the actual GGPO netcode that you know and love in its current form," Ono answered.
"I can also say it is not using the Street Fighter IV netcode as is. There are going to be distinct changes and improvements. I can’t talk about those improvements or the system right now. Think of this as I’m throwing a worm on a hook and I’m going to reel you back in so you’ll come back and talk to us again!"
Ono is definitely dancing around the subject here. From the above, and past statements, what do you think he has up his sleeve? A variation of Street Fighter 4's net code, something based off of GGPO, a unique approach entirely or a mix of all three? Leave a comment below with your thoughts.
Ono definitely a crafty one, we'll see whats up once he reels that fish in. ;)
@1
US is apparently the only existing place in the world.
@1
the internet will ALWAYS have lag, thats just the way it is. ANd then u also have to consider that no matter how good the us net infrastructure is theres ALWAYS gonna be a 3 hour difference between ny and cali.
@3 I have used ggpo, and it isnt "good netcode" it's a "crutch" for bad netcode.
It's the same exact thing as "zeroping" that was a mod used for FPS games on pc years back, and again there were people who praised it entirely, and then the people who saw it for what it actually was and disliked it greatly. Basically what I'm trying to say is... GGPO is NOT "lag-free gaming" or even close to it. Just because you're seeing YOUR inputs come out properly doesnt mean the other guy isnt seeing lag effects in any way and it isnt the end-all-be-all answer to online gaming.
@7
people havent figured that out yet. They think that ggpo is magic and that it will let them play people across the world lag for on there walmart dailup service.
Typically people hype up GGPO as if it's a godsend or something
As Harada has said numerous times, these newer games have to be designed with GGPO in mind, it's not something you can just toss into your game then expect everybody to have gdlk connections
@ 11
GGPO been around for a decent while way before SF4... and now MvC3, SFxT they choose to not make their games around it making it harder to do so in the future....also old games using GGPO just find which had no online features at all during it's time.
It's not a surprise Ono is not going with GGPO again... I mean they are just gonna tinker with the existing net code and call it a day and say it's better when it's not.... They are so damn cheap and arrogant it's rediculous.
They dont even like using other peoples good ideas within their company according to seth killian... ie button configuration and youtube replays (3S OE)....
They rather use their own terrible ideas... Or maybe they just have something against western developers in general?
So if they can't use Third Strike OE ideas to improved their games then chances are they wont touch GGPO.
I mean button configuration in select screen, youtube replay upload, and ggpo should be shared across the board with all capcom fighting games..They are damn great features to introduce... i just wish Japanese people weren't so xenophobic and proud and arrogant so we can all get to play a galvanized game...
#15
Hey bro I didnt say it, Sabin and PR Rog did, I will take their opinion over anyone else's here anyday.
PC FTW online.
#18 - Word.
Here is the story you can read it yourself if you missed it #15
PC FTW 4 Online Play
I'm sorry, I lost my train of thought when I saw Poison's rack...
I'm not really a fanboy of any system. I own em all and love them all. However, AE on PC really does lag the least IMO. That said, if you play someone with a bad computer its worse than a red bar connection on XBL and PSN.
Also, it seems PC players don't go on auto pilot nearly as bad as console online players. They'll definitely exploit online tactics less and play more footsies with you. That said, there's hardly anyone online.
If I'm going to play online I'll stick with XBL. But tbh I pretty much quit online and am sticking to local only.
@ Lyn
So what's the solution?
Developers concentrate only on offline experience? lol this isnt 5 years ago!
@5 no it doesnt.. The US's average is miles better than the UK's. The UK was 17th on the list for the countries average speed last year :( and it hasnt improved much since. We need a huge overhaul when it comes to broadband infrastructure
'''were not using the actual GGPO netcode that you know and love in its current form,''
So they are using some form of it? Eh w/e, I just want all the fanboys to shut up about it lol, since its def. not the best out there for 3d-ish games out there, I just want the best (Not that I know much of it, just quoting actually devs.)
on GGPO: far Eastern Europe to NY -> 120ms ping -> almost flawless
in SSF4: far Eastern Europe to Western Europe -> if it's not a green bar (ping bellow ~60ms), it's crap
on GGPO not only i can play everyone on my cotinent, but i can play Central/EC US, North Africa and Middle East. this means i have access to a loooooooot more players.
of course GGPO is not magic, it won't work well with packet loss, unstable connections, wifi or poor routing.. most of the haters are computer illiterate that have no idea what they're talking about
also it really doesn't matter how much bandwidth you have, it's almost irrelevant. the only thing that matters is latency and routing. you can have a Gigabit Ethernet connection, if your ISP routing is far from optimal, it doesn't matter.
@#16
Show us a proof of a 3d fighting working well with ggpo and then you'll have a point . It's a crutch like others said , an awesome one for older games so far but not suited for everything .
What GGPO and other lag-masking systems do is allow each node to process the current game state, and then compare states to make sure they are synced properly. This means when you press a button as a connected player, you get the same response time as if you were playing offline. Your game state is then compared to the other player's game state, the system determines who is correct if there are any discrepancies, and alters the state for the "incorrect" node if there is one.
GGPO and its variants can't be used in "3D" (as in non-sprite based fighting games) because of the nature of the system. When an inconsistency is found, it rolls back to the most recent state - this requires storing various types of information regarding game state for up to several frames. Resource wise this is trivial when dealing with sprites, but with a fully modeled 3D game with particular effects and other loads of fancy stuff going on at any given time, it becomes more resource intensive. There probably simply isn't enough resources available in current console systems without making sacrifices.
People may argue otherwise , but then show a frickin' damn proof that it can actually work with a 3d rendered game and the way it handles inputs
Who cares?
Until the U.S. gets a much better internet infrastructure there is going to be lag.
Nothing you can do about that.