It’s 8/60 frames per second.
Except on PC.
Oops.
It’s 8/60 frames per second.
Except on PC.
Oops.
They also do absolutely nothing to compensate for online latency with it. Not one thing.
And yeah turning off VSync cuts it in half.
Using legacy controllers also reduces it.
I don’t believe them for one instant when they say it’s intentional.
Also like the recent dev blog thing said the devs were looking into potentially excessive input delay, and I can guarantee JP side said that too.
I dunno. Could be. Could also be some middle ground, unsure of where exactly each/every frame of lag originated from but fully aware of its existence and amount and adjusted the entire game accordingly? I mean the overhead frame data doesn’t seem like a coincidence, could see how it fits their gameplay philosophy: directly encourages aggressive frametrap playstyles and deemphasizes AA and whiff punishes. There’s obviously some back and forth between these dudes and the Tekken team.
Some dudes are saying the difference between Ultra and SFV is just the 3 additional frames added by poorly implemented triple buffering?
GGPO’s platonic ideal implementation has a user-defined input latency buffer to reduce rollbacks, right? Are you saying theirs has the 8 frames of ‘offline’ latency just added on top of whatever lag is introduced by netplay? Other people are saying this is not the case.
If you’re playing someone in your local region, and you see even the tiniest bit of warping around… No such compensation is happening.
But local matches teleport(ed) all the time in GGPO/Fightcade? Even if they were say, (I got no idea what they are actually doing but it’s probably not this), for online play magically turning offline input latency to 0 and then introducing a fixed GGPO-style buffer of 8f to ease teleporting, wouldn’t that only eliminate all stutters for connections with less than ~130ms pings?
Am I misunderstanding this completely?
Yeah I have no idea what you’re saying and I’ve written rollback implementations.
Rollbacks and input delay are both units of latency. As long as you meet the total amount required to fit going both ways, you’re good. If you have input delay, you can use this to absorb some of the rollbacks to reduce the amount of warping on the screen.
8f delay on both sides would compensate up to (8f * 2 *16.667) = 266ms.
Again, half the damn latency is due to VSync and a good chunk of the rest is due to their input driver implementations. This is proven. At most they are using 2 or 3 frames for this, tops, because their latency is not coming from intentional game logic.
Yeah you prob. right dawg.
man they really fucked this one up
aaahahahahhaha
I am looking forward to the continued escalation of the Capcom Japan/Capcom USA war.
if this is capcom japan denying things that they don’t want to deal with, then they deserve any egg on their face that they get
So looks like Ibuki and Boxer are both dropping on Friday AND they’ll be evo legal?
It seems that with Juri & Urien, Capcom finally has a handle of how to make their character models looks moderately pleasing. Really makes me wonder how abominations like Alex & Ken happened.
Urien is clothed
AAAAYYYYYYYY ITS MY BOY ROG
Shame about the music, again
ehhh Urien’s voice
What a great set.
And this too, just watched. 2kido goes full murder mode.
Great stuff.