Fighting Games Weekly | May 26-June 1 | Thank you, Keits

And also cheap enough that the hardware can run many ticks at once. It's a bit of a bummer if you want a big flashy 3d thing.

This is why you separate logic from rendering, since with rollbacks it's the former that's being considered. It's not a problem, especially not for fighting games.
 
This is why you separate logic from rendering, since with rollbacks it's the former that's being considered. It's not a problem, especially not for fighting games.
It wouldn't be a problem if the engine is written from the ground up with that in mind. However, if it's not, you have a significant refactoring challenge on your hands.
 
It wouldn't be a problem if the engine is written from the ground up with that in mind. However, if it's not, you have a significant refactoring challenge on your hands.

I agree, but this goes back to my original statement wrt the new MK; that a new title is a good opportunity to get exactly that in order.

I mean, people have rollback code working in Unity...

It's true that you need to make sure loading a savestate isn't computationally expensive. This does takes more effort/attention to do for 3D fighters. But planning is the only real difference. When a FG can't use GGPO because it's 'RAM-limited', that is all that it means. Not that the hardware or the engine doesn't have the resources to do it, but because considering netcode wasn't part of the picture early enough.
 
@ Rice

How's Evil Ryu matchup against Yun, Viper and Ibuki?



Yep, really if it wasn't for the BP ranking tracking this could be his Cammy or Akuma all over again. Who honestly wouldn't be surprised if he's playing Yun by the end of the year?

I think he's even with Yun but loses to Viper and Ibuki. Ibuki is naturally strong against shoto's and Evil Ryu is no different. She has good footsies already, can react to fireballs and he is forced to deal with the vortex. At least it gets a little better in USF4 with DWU, that may at least make her vortex more predictable. As for Viper, the main issue is that his low forward can't low profile her air BK like other shoto low forwards. Having tatsu > sweep may help Evil Ryu in USF4 if Evil Ryu players can find a good way to pressure Viper and kill her quickly before she does the same to us.

These two also beat Ryu so Daigo will just learn how to deal with it with Eryu like how he did with Ryu.

I don't see why you guys think his Evil Ryu is not looking so hot. When he and Momochi played for real, he looked pretty good with him and is playing to his strengths. Their was one match with Nuki where he was pretty much just fucking around. But I think he's already committed to this character.
 
Would be very disappointed if MK X is cross-gen. Especially considering that they're going next-gen only with Arkham Knight, where I feel they serve to lose more. But, whatever you need to do to get the game made, I guess.
 
So, I was gone and without internet access most of friday, all of yesterday, and today morning. Did anything interesting happen during that time? Cross-gen MKX leak aside I guess.

Since I did just get PC AE on my laptop, I spent a while playing that and I think I'm starting to like using Yang again. How's he looking like in Ultra? Haven't really paid much attention to him there.
 
So, I was gone and without internet access most of friday, all of yesterday, and today morning. Did anything interesting happen during that time? Cross-gen MKX leak aside I guess.

Since I did just get PC AE on my laptop, I spent a while playing that and I think I'm starting to like using Yang again. How's he looking like in Ultra? Haven't really paid much attention to him there.
He got almost all buffs, except one nerf to scale his command grab. He's probably solid mid-tier or upper mid-tier..
 
Looks like Yatagarasu has a decent chance of getting in the next Greenlight batch- #5 on there right now.

I agree, but this goes back to my original statement wrt the new MK; that a new title is a good opportunity to get exactly that in order.

I mean, people have rollback code working in Unity...

It's true that you need to make sure loading a savestate isn't computationally expensive. This does takes more effort/attention to do for 3D fighters. But planning is the only real difference. When a FG can't use GGPO because it's 'RAM-limited', that is all that it means. Not that the hardware or the engine doesn't have the resources to do it, but because considering netcode wasn't part of the picture early enough.

FOr those folks having rollback working in Unity- do they offer technical links/aid anywhere? I know someone making his own dojin game in Unity and could probably use the help.
 
Y'know I'm starting to wonder why I never fucked with Akuma and Gouken. Probably because I see both as overpowered/boss-ish characters.
 
Doesn't KI use a GGPO like system?

Keits would know. I always thought the GGPO thing was an issue of RAM that's why it was harder to get the more high end fighters to have GGPO.

KI does use a GGPO like system, they had the guy behind GGPO consult on it if I am recalling correctly.
 
Looks like Yatagarasu has a decent chance of getting in the next Greenlight batch- #5 on there right now.



FOr those folks having rollback working in Unity- do they offer technical links/aid anywhere? I know someone making his own dojin game in Unity and could probably use the help.

The author of a Unity mobile fighting game posted his breakdown of how he got his own implementation of rollback-based netcode working.

For the fundamental parts on how rollback works, I'd take a look at these two links:

http://twvideo01.ubm-us.net/o1/vault/GD_Mag_Archives/GDM_September_2012.pdf (pages 7-13)

http://mauve.mizuumi.net/2012/07/05/understanding-fighting-game-networking/

Some caveats for Unity are that you *probably* need Unity Pro(probably either for networking or memory management or both), and you definitely need to make your own savestate/serialization system(because Unity currently doesn't have anything that really fits right now).

There's also a GAFer who went into mild detail about getting rollback-based netcode working in a C#/managed code environment, though not in Unity directly.
 
How work intensive is it to implement though? Do you have to rebuild key components of the engine to implement it? Because people wondered why for USF4 they didn't at least try to implement rollback netcode :/.

My understanding is that you need to build your game with rollback in mind from the start. Retrofitting rollback into a finished game would be a massive task. Most console games use every resource available to them, and if you didn't account for the resources rollback needs from the start, this task is even more difficult/expensive.
 
How work intensive is it to implement though? Do you have to rebuild key components of the engine to implement it? Because people wondered why for USF4 they didn't at least try to implement rollback netcode :/.

That's a good question, since USF4 has savestates. The answer why is probably depressing.
 
Weird with all the last gen sighing on Mortal Kombat.
Nobody minded with Guilty Gear Xrd, in fact, most are happy about it.

It is all about the reveal. Guilty Gear was shown as last gen, but it also looked amazing. MKX needs to have a huge jump in the graphical department in my opinion (appearance and animation) so still being constrained to last gen is not a good sign.

It could all work out well, but we'll just have to see.
 
It is all about the reveal. Guilty Gear was shown as last gen, but it also looked amazing. MKX needs to have a huge jump in the graphical department in my opinion (appearance and animation) so still being constrained to last gen is not a good sign.

It could all work out well, but we'll just have to see.
I thought we knew GG Xrd was coming to PS4 before the PS3 port?

I think people try to make a really big deal about the constraints of last gen, but it can be done and in most cases has to be done. If you're not expecting a great deal of cross-gen titles out of necessity for the first year to two years of next gen, I think your expectations are out of whack. I'm just surprised WB of all people isn't going next-gen only.

Like I mentioned in the MK thread, I think people should be worrying about them optimizing framerates for that many platforms as opposed to just the looks, which we already know will be a significant step up from MK9.
 
I'm pretty sure Xrd was revealed on an arcade board. That's no indication of what console generation we should expect it best conform to. What are the specs of the Xrd board? Then we can extrapolate from there.
 
I thought we knew GG Xrd was coming to PS4 before the PS3 port?

I thought it was revealed at much the same time, but could be wrong.

Like I mentioned in the MK thread, I think people should be worrying about them optimizing framerates for that many platforms as opposed to just the looks, which we already know will be a significant step up from MK9.

That is also a concern, but I could deal with a few dropped frames in cinematic moves. I just don't want something that moves and looks like MK9 or Injustice. It'd need to be the same leap up they did last time, only about doubled.
 
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