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Darkstalkers Resurrection will feature ping filtering tool for online match making

Posted by Jonathan 'Catalyst' Grey • January 11, 2013 at 9:02 a.m. PST
Darkstalkers Resurrection will feature ping filtering tool for online match making Capcom detailed some of the match making options that will be available in Darkstalkers Resurrection, with one of the most notable items being a ping filtering tool, which can be adjusted between 0 to 300. Note that setting your ping to 100 latency would match you up with opponents with a 0.1 second delay, or less.

This option has been requested a number of times by the community, and it's nice to see it make its way into a Capcom fighting game.

There's a ranking point filtering system as well, similar to what was in Super Street Fighter 4 Arcade Edition v2012, which lets you look for all opponents who are close to your ranking point total. There's also the standard region setting, so it's easier to find people who are in your area, and therefore hook up with players who have faster ping times.


Click image for larger version

Since Darkstalkers Resurrection uses the popular GGPO net code for online play, Capcom issued these recommendations, depending on your ping time, for the best experience.

Ping 0-50: GGPO delay setting 0. The best setting if you have a very low latency setup with your opponent.

Ping 100: GGPO delay setting 2-3. You can try adjusting the delay setting down a bit if your connection is solid.

Ping 300: GGPO delay setting 7. You can gradually lower the input setting with pings around 300 or greater to find the best online experience.

Comments

Gam3B0y said on January 11, 2013 at 9:12 a.m.

I think this needs to be done in every FG
but I know it's not possible with every netcode

#1
Hrm said on January 11, 2013 at 9:24 a.m.

I think capcom ought to show the ping and allow you to adjust your delay before every match the easy skullgirls does instead of you picking a delay to use for every matchup. One size does not fit all

#2
SarcasticSincerity said on January 11, 2013 at 9:31 a.m.

Good to know this is in here, but wasn't it also in MvC Origins?

#3
GokaiGreen said on January 11, 2013 at 9:32 a.m.

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#4
OSM said on January 11, 2013 at 9:42 a.m.

I don't expect this game to live very long, but boy would I love to be proven wrong.

#5
qnoob said on January 11, 2013 at 9:53 a.m.

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#6
kara said on January 11, 2013 at 9:55 a.m.

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#7
illness690 said on January 11, 2013 at 10:03 a.m.

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#8
RebornOdin said on January 11, 2013 at 10:06 a.m.

I'm pretty sure 100 ping = 1 second, not 0.1 seconds. Having a ping of 1000 does not constitute a mere 1 second delay.

#9
archiba said on January 11, 2013 at 10:11 a.m.

i wish capcom could give us a patch for ssf4 ae 2012 that gives us this feature and the ability to set region to Europe only. cause the region settings now are a joke you can have full green bar to someone in new york and spain but the connection to new york is better than spain.

#10
Catalyst said on January 11, 2013 at 10:12 a.m.

@RebornOdin

You need to do more research then, because you're very much wrong.

#11
FuZzY_NUFC said on January 11, 2013 at 10:13 a.m.

This is good news, I hope in the future Street Fighter 4 will get a rerelease with GGPO added.

#12
JIHADJOE said on January 11, 2013 at 10:14 a.m.

milli means 1/1000, for those confused by metric =P Kappa

@Fuzzy
It might, in 10-20 years. GGPO pretty much relies on saving the entire game state every once in a while, so that when a desync occurs it can roll back to the most recent copy where both players were in sync.

That pretty much requires that your computer be capable of running multiple instances of the game, simultaneously. Not a problem with today's computers running emulated copies of games from the 1990s, but with a modern title it can get a bit tricky.

#13
qnoob said on January 11, 2013 at 10:17 a.m.

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#14
HooliganComboFTW said on January 11, 2013 at 10:30 a.m.

Show dat ping digits like SKullgirls

#15
Hypermarth said on January 11, 2013 at 10:34 a.m.

@ Fuzzy Why? Street Fighter IV has great netcode!

#16
BumblebeeCody said on January 11, 2013 at 10:40 a.m.

That's all fine and dandy but 3s:OE has this and the netcode is so embarrassingly bad it's not even funny. Add as much as you want but I can't tell the only is already screwed.

#17
Teohkaka said on January 11, 2013 at 11:07 a.m.

Might be useful for the first few weeks. But after about a month or so it might feel a little pointless, as you're going to end filtering the just a very few people left playing in your area who happen to be playing around the same time/time zone as you. Happens to most digital release fighting games and kind of happens to most fighting games in general after a while too. ( well guess depends more on your region/territory , but that's my experience .... )

#18
BrokenPad said on January 11, 2013 at 11:20 a.m.

Lol @ catalyst with them comebacks

#19
FullAnime said on January 11, 2013 at 11:27 a.m.

I like it & GGPO runs great with Fios so... update your internet guys.

#20
RebornOdin said on January 11, 2013 at 4:43 p.m.

#11

No, I don't, because I see now that I'm referring to most PC games measurement of ping.

Team Fortress 2 measures in 100 ping = 1 second delay, for example. 10 ping = 100 ms.

#21
Batsu said on January 11, 2013 at 11:06 p.m.

Can't wit for this release.Haven't wanted a fighter this badly since MVC3. let's just hope I'm not as disappointed with the overall product...like MVC3.

#22
thf24 said on January 12, 2013 at 2:17 a.m.

@21 You're wrong. Most people's ping on a decent connection under decent circumstances is around 40-80, and TF2 or any other real-time game would be unplayable if everyone was experiencing a .4 to .8 second delay. No, ping is universally measured in milliseconds where, technically, 1000 ping = 1 second delay. The actual delay compounds as measured ping gets higher, so you are right that when you get in the upper 100's to 1000 ping range, the delay you experience gets steadily greater and less consistent than its definition.

#23
sdiufiuhsdf said on January 12, 2013 at 5:04 a.m.

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#24
RebornOdin said on January 12, 2013 at 10:10 a.m.

#23

That doesn't mean the opposite is true though. Having 40 ping != .04 delay in real-time. The effect you feel in game is greater than the actual delay due to location, bandwidth, etc, and it's appropriately measured as such in games like Team Fortress 2 or Warcraft 3, etc.

That doesn't mean that 1000 ping != 1 second delay, especially when you consider that the average ping from East Coast to West and vice-versa is typically around 100 - 200. You can tell that you're getting more than a .1 - .2 second delay when you fight players in SSF 4 AE or UMvC 3 on opposite coasts.

#25
HASJ said on January 14, 2013 at 3:33 a.m.

How can someone be so ignorant?
It's a metric! It doesn't not change because you say yours version is right...
1000 "ping" doesn't even exist! Ping is the measurement of delay between point-to-point packet retrieval, thus making it the proper tool to know if your packet has been actually received by the other point, succesfully estabilishing a connection over an IP.
Now, 1000 miliseconds/ms does exist and 1000 ms IS 1 second, 100ms = 0.1 second.

SF4/MvC3, these games don't even given you the proper ping, they give you some colored bars... IT IS OBVIOUS the actual delay is different, also because there're numerous detours the connections make in these consoles. I'm very confident there's no game in the current gen of CONSOLES that have a peer2peer connection, most have a peer2server2service2server2peer.

If you still think you're right and want to be made correct, please read these:
https://en.wikipedia.org/wiki/Millise...
https://en.wikipedia.org/wiki/Ping_%2...

#26
jeanjoan421 said on January 14, 2013 at 10:05 a.m.

(This user was banned.)

#27


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