years of practice!
does anyone here have any xp with fightan over parsec? melty blood has made me hungry for new sacrifices but the uniclr netcode is extremely bad, wondering if parsec would be an improvement
Generally people say it’s an improvement over many fighting game’s built in netcode, which I think says more about the games than Parsec. Still, if the regular online experience for a lot of games is almost tolerable than Parsec might be workable for you. I’ve used Parsec and/or Parsec like stuff without the AWS in between and it was surprisingly solid, but for fighting games the one-sided lag is a definite disadvantage for that player.
Since Parsec is just streaming video and inputs across computers, by default the person actually running the game on their computer has a huge advantage. The way the US communities are doing it is renting an AWS server in middle America so it’s kind of equidistant between west coast and east coast players and then the AWS server is running Parsec with a fighting game in offline VS mode, and the two players are playing the game streamed from that server. This way both players try to have the same amount of lag, but generally people say it’s still less lag than playing the actual game’s own online. So it’s not unlike playing Stadia, although I wonder if the Stadia version of fighting games not only stream their games but also use regular netcode in those games for online matchmaking, adding a double whammy of lag.
One wrinkle I’m curious about is that the method everyone is using is renting servers with higher end GPUs, which is more expensive, but they are using free credits you get for making an account. Once those credits are gone the person whose renting the server will have to start paying up any time anyone wants to play games on it so I wonder how popular it will be once the honeymoon is over.
I think you need to get a dedicated Parsec server, like some Amazon deal, to see any gains from it.
They’re allegedly working on it though.
Oh wait Drem wrote a better reply
Speaking of netcode, seems like the GGAC+R rollback beta is really good, apart from bugs involving random stuff (Faust’s items and the like).
idk aside from the whole funding the end of the world thing i would put a couple bucks down on a server if it meant i could play with my friends without waiting for canada post to ship my inputs
thank you v much for the info frens <333
Does any other game besides DBFZ allow you to set artificial input delay individually for each player for local matches? It seems like a pretty perfect solution to deal with the imbalance of hosting in a way the the devs definitely didn’t intend.
I don’t think I agree with this assessment. The person hosting is dealing with a fixed amount of delay, which is certainly less than ideal but definitely possible to adjust to. The person connecting remotely is at risk of experiencing a variable delay introduced by network conditions, which is unpredictable and therefore really hard to adjust to.
I get the spirit of what you’re getting at, but I think really all this does is temporarily mildly inconvenience the local player as they adjust instead of actually addressing the imbalance.
Ah, true! Didn’t think about how much the connection might fluctuate.
Do these bugs extend to Zappa’s summons? I main him so that would be a major bummer.
Also, +R is 80% off so now really is the time to jump in.
There’s been a hotfix for the RNG stuff already, so all your zappas and bagheads are free to wreck havoc as they see fit.
People are flocking to it, too.
I’m glad for everyone involved that the +R update is good but this is also very cringe:
Yeah, this is like a bad Scooby-Doo episode and the ghost was just unmasked.
YikeZ
Super glad you can do whatever the fuck you want and have your whole company melt down because of it only to find work right next door the very next day.
Kof 15 is coming along swimmingly, the GFX are essentially a slight (don’t expect very much at all…)
step up from 13’s…
a step up from 13?!
I can’t remember if this topic has any interest in arena fighters, but this upcoming indie game would still be relevant for the anecdote that unless I’m mistaken the sole member of dev team Polygonomicon is Junya C Motomura, the tech artist that helmed Guilty Gear’s move to cel shaded 3D.
A 1v1 version of Guilty Gear 2*, huh. Looks neat enough!
*I am basing this mostly on the run at 0:38 and the sound effects.
Love what they’ve done with exaggerated motion blur.