GGPO networking guru talks Super Street Fighter 2T HD Remix

Posted by Jonathan 'Catalyst' Grey • August 29, 2008 at 6:53 p.m. PDT
GGPO networking guru talks Super Street Fighter 2T HD Remix Tony Cannon, one of the guys behind GGPO has stepped up the mic to discuss how the latency code is looking in Super Street Fighter 2 Turbo HD Remix.


It's a modestly technical piece, but what it boils down to is that Capcom is taking a hardcore look at their fighting game networking code, and it's looking really good.

This is something you should read. Here's a clip:
It turns out the timing couldn't have been more perfect: in August of last year Capcom took notice of GGPO and arranged a meeting where we discussed the technology, how it worked, and particularly why it was ideally suited for arcade games.

Other genres have used similar latency hiding techniques, but GGPO is the first to prove that they could be used for the most latency sensitive games, around the world, on the public Internet. Capcom was impressed and convinced Backbone that STHD needed similar technology in order to replicate the arcade experience online.

Last week I had the opportunity to work with Dan Halpern at Backbone to check in on they've networking stack and provide some pointers for improvement. We hooked GGPO up to the same latency simulation tools you've read about on Gary's blog and compared it to STHD.
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