Street Fighter V Beta IV Thread: Jan 30-31

Netcode has been ass for me most of the weekend. Teleporting everywhere. Idk, some of you are saying its ok. Maybe it doesn't want to play nice with my cable connection. Dont have this problem with Ultra though. Hope it doesnt stay rhis way.
 
Playing today has been like SF4 at release for me. About 10 Ryus, then 1 each of Cammy, Chun, Birdie, Rashid, etc.

No Vegas, no Bipsons, no Dhalsims, no Necallis, no Kens, no Nash.

The netcode seems awesome to me but I'm in Japan and only playing other Japanese players and the occasional Korean dude, so yeah, it's more or less ideal.
 
Netcode has been ass for me most of the weekend. Teleporting everywhere. Idk, some of you are saying its ok. Maybe it doesn't want to play nice with my cable connection. Dont have this problem with Ultra though. Hope it doesnt stay rhis way.

Yeah the netcode is ass for a lot of people with great connections. You are not alone brotha
 
Beta 1 and 2 were rough netcode wise for me. But ever since 3 I've had almost zero problems.

Very impressed with the improvements.
 
I had a weird game full of slowdown for the first half of a round, then go into this crazy fast forward for the rest of the round. When the next round began, it would start again. I should check the replay to see what it looked like.

I've had good matches too, but it hasn't been the best in consistency.
 
I feel like alot of people complaining about netcode are:

A:) not setting it to 5 bars only
B.) disabling cross platform
C.) running wireless on their system of choice
D.) have poor internet
E.) live in the middle of no where

I live in Toronto, Canada and I've only had 1 match with horrible lag and 2-4 matches with a bit of rollback. The majority of my matches are with players in the states.
 
I feel like alot of people complaining about netcode are:

A:) not setting it to 5 bars only
B.) disabling cross platform
C.) running wireless on their system of choice
D.) have poor internet
E.) live in the middle of no where

I live in Toronto, Canada and I've only had 1 match with horrible lag and 2-4 matches with a bit of rollback. The majority of my matches are with players in the states.

Hell, I live in Pakistan and I've only had 2 or 3 matches which had a seriously bad rollback issue. Rest of them were fine.
 
Playing today has been like SF4 at release for me. About 10 Ryus, then 1 each of Cammy, Chun, Birdie, Rashid, etc.

No Vegas, no Bipsons, no Dhalsims, no Necallis, no Kens, no Nash.

The netcode seems awesome to me but I'm in Japan and only playing other Japanese players and the occasional Korean dude, so yeah, it's more or less ideal.

I also live in Japan and saw quite a few Vega, Bison, Dhalsim, Necalli, Ken and Nash players. Especially Kens. The only character I didn't encounter much was Chun Li... I only encountered 3 players playing as Chun Li over at least ten hours this weekend. The netcode also seemed awesome to me once I set it to connect with players with 4 bars or above.

Would have liked to have seen some stats on how many matches I played/won etc, but I easily had over 150 matches. At a rough guess, I won about 4/10 of my matches, which is certainly better than I expected to do in a beta. Fewer scrubs like myself out there at this point.
 
I only ran into one rage quitter. It was a Nash player. It went down to the final round. I was getting my ass kicked at first but managed to comeback and stun him at the end. Right as I was about to finish him off, he rage quit.

It felt awesome, I couldn't help but laugh.
 
I feel like alot of people complaining about netcode are:

A:) not setting it to 5 bars only
B.) disabling cross platform
C.) running wireless on their system of choice
D.) have poor internet
E.) live in the middle of no where

I live in Toronto, Canada and I've only had 1 match with horrible lag and 2-4 matches with a bit of rollback. The majority of my matches are with players in the states.

Dude Justin Wong and Alex Valle were seriously complaining about the netcode.

It's very hard to anti air and to deal with mashers. I want to main Ryu but I simply can't parry at all.
 
I feel like alot of people complaining about netcode are:

A:) not setting it to 5 bars only
B.) disabling cross platform
C.) running wireless on their system of choice
D.) have poor internet
E.) live in the middle of no where

I've posted some details on my exp, pc setup and even videos to show some examples of wonky stuff, take a gander
 
I feel like alot of people complaining about netcode are:

A:) not setting it to 5 bars only
B.) disabling cross platform
C.) running wireless on their system of choice
D.) have poor internet
E.) live in the middle of no where

I live in Toronto, Canada and I've only had 1 match with horrible lag and 2-4 matches with a bit of rollback. The majority of my matches are with players in the states.

Dude stop. The netcode apologist are getting ridiculous. The netcode is not amazing. It is not the best fighting game netcode ever. It's just average. There is no conspricey, so stop.
 
Dude Justin Wong and Alex Valle were seriously complaining about the netcode.

It's very hard to anti air and to deal with mashers. I want to main Ryu but I simply can't parry at all.

I've posted some details on my exp, pc setup and even videos to show some examples of wonky stuff, take a gander

I really feel like its the PC players having the lag issues. I wont ever buy a fighting game on pc at launch because its always a shit show. I have a 4790k and a 980ti and I still grabbed it on ps4.

At the end of the day most games are like this, you are at the mercy of your oppenents connection setup. Playing a friend that you know has a good setup usually eliminates this. I'll wait for the full release when I can play versus specific players before I make judgment.

EDIT: I'm not trying to make excuses for the netcode. Maybe it is aweful or maybe its an issue with their match making. Maybe its an issue with the game itself. People just latch onto buzzwords like "netcode" and go with it assuming that is always the issue.

Edit 2:


Really? Outside of MKX what recently released fighting game has bad netcode?

I may be talking out of my ass again but I gave up on XRD on ps4. out of 40ish matches I never had 1 good one.
 
Dude stop. The netcode apologist are getting ridiculous. The netcode is not amazing. It is not the best fighting game netcode ever. It's just average. There is no conspricey, so stop.

Lol, coming from you? :D
Yeah, the netcode is VERY GOOD. Not "just average". Sorry that you cant process this.
 
Netcode is far better than average. Kinda silly considering the average fighting game netcode is shit.

I feel the difference is that this a multi-million dollar game of an almost 30 year old franchise with an expectation of millions of copies to be sold. This is 2016. Not some emulator running on rollback netcode made by die-hard peeps collaborating in their off-time. So comparing it to the average doesn't make sense when the average game doesn't have this kind of resources/team/company/legacy behind it.
 
I really feel like its the PC players having the lag issues. I wont ever buy a fighting game on pc at launch because its always a shit show. I have a 4790k and a 980ti and I still grabbed it on ps4.

I have 78 hours on the PC beta according to steam and I get mostly great matches.

Good netcode isn't going to fix shitty internet or huge distances. When Beta 4 just went up I was getting nothing but people from Japan and I'd get huge rollback. Setting the limit to 3-5 bar connections helped a ton.
 
In sfv when the connection is good or bad it is pretty obvious. For me most connections feel like i am playing offline, i had 2-3 bad matches out of ~25 (i'm on pc for what it's worth). I suspect the game changes some settings for the netcode like the input delay for each user based on the first few matches or something like that, i can't think of any other explanation for the very different user experiences.
 
I feel the difference is that this a multi-million dollar game of an almost 30 year old franchise with an expectation of millions of copies to be sold. This is 2016. Not some emulator running on some rollback netcode made by some die-hard peeps in their off-time.

Nice!
So what exactly do you think can happen?
How should a game handle a, say, 200ms difference between a US player and an EU player? Input delay? Is that the high road that multimillion dollar budget developers have to walk, when the result is bad?

At the end of the day, every netcode will have its limits. There is no perfect netcode at all. In any real time action-based game. Especially not in fighting games.

You can have the following preferences:
a. No input delay, only server-client interaction, BUT you demand at max a 60-80ms ping (see: Counter-Strike)
b. Input delay, BUT this method falls off in large distances (sometimes even as early as opponents in the SAME continent).
c. Rollback code, scales very well with distance (if proper precautions are taken), but falls off very roughly after a certain ping threshhold is reached.

The only thing SFV's netcode needs is a setting to set the rollback's intensity, so to speak. With bad connections, it is sometimes better to play "underwater" and with input lag than to see regular jittering and rollbacks.

So.
Based on *my* SFV beta experiences, this netcode is a perfect solution for same continent matchmaking, and can be an acceptable solution to stable ISP, different continent games if the latency is not too high between gamers and capcom's servers. It scales MUCH better with distance than any of Capcom's console online netcondes in the previous generation (where hungary-sweden or hungary-spain was already a bit too much for the code), is considerably better than T6/TTT2 (where the netcode is near perfect for local/sub-1000km matches, but scales not so well with distance increases), and is more playable than P4A/BB games were over same continent-large distance games, again in my experience. How is it not an acceptable solution then?
 
Overall I don't experience too many terrible matches. No more than back in SFIV at least. Occasionally I get the typical powerpoint, but no netcode can fix a bad connection. I just shrug it off and move on.

It's those semi-laggy matches that fuck with me the most. Y'know the ones where people skip frames every so often and it throws me so much. Playing footsies or punishing just goes out the window because they jitter all over the place. I still take this netcode over IV's because I'd rather not have my inputs eaten during most matches.
 
Decided to give this beta a go after not touching Street Fighter in what must be over 5 years now and I have to say I really miss Indestructible. I feel dirty now.

This game feels really smooth. They seem to have nailed whatever there is to nail with Street Fighter to make it feel that great out of the gate for someone that doesn't really play fighting games these days.

Only problem I have that I find the cast even less appealing than the vanilla SF4 cast. Ugh.
Ended up sticking with Karin. Seems easy enough to beat people up with her for now.
 
Netcode has been great for me. Out of the games I have played I probably had 5 percent of those games with bad connection. Note I use 4-5 connection setting and I have my PS4 wired Internet connection.
 
Ok, time to eat my earlier words about not really feeling this game at first glance similar (but slightly improved) to IV.

After some more matches yesterday evening and today and trying out some other characters than Ryu, I can say that I've come around quite heavily on this game and its combat flow / movement. Characters like Nash and Laura really clicked with me almost instantly, which not only resulted in a quite a few confident wins (which is a first for any SF game online I'll admit), but it also reminded me of how fighting in III felt with lots of blows and attacks exchanging at different distances without everyone of them resutling in a hard knockdown or multihit combo.

Again, I'm mostly a casual player so I don't know the lingo to describe in detail what I'm feeling now, but in simple terms this game's combat and pacing just feels good and satisfying to me after a longer look, with plenty of options available to you to try and turn around a match or to explore different tactics. I also like how the damage output seems to be nearly perfect in the sense that you don't die too quickly (again resulting in comeback potential) but that it also doesn't take a million hits to take someone out.

Quite a rollercoaster for me personally, this game so far. It actually made me enjoy online matches for the first time (admittedly due to the inability to turn off the matching service while training but still). Bring on the final release I'd say!

(And now back to the everlasting eternal debate whether I can justify buying an entry level arcade stick or not. I was considering the new Mad Catz Alpha stick because I don't have room for a traditionally sized stick at the moment but maybe I should wait for some reviews at the risk of a longer waiting time?)

Edit: forgot to mention this, which in my case worked fine even with a 1-5 option on (on a wired PS4 in the UK):
Netcode has been great for me. Out of the games I have played I probably had 5 percent of those games with bad connection. Note I use 4-5 connection setting and I have my PS4 wired Internet connection.
 
Nice!
So what exactly do you think can happen?

You can have the following preferences:
a. No input delay, only server-client interaction, BUT you demand at max a 60-80ms ping (see: Counter-Strike)

I wasn't proposing I had a solution to the netcode problem for fighting games. I was responding to the previous statement that it's better than average.

Has a fighting game ever deployed option (a) you described?

Of course we both know there are other problems to the scenario than you've outlined than just considering the distance. An example is when the game isn't obeying it's own filters, or how accurately it tests the filters settings before joining the match. ie. does it just ping the opponent once, or trade more data back and forth to check for stability/quality? (We don't know)

On the other hand, how much extra data/traffic is generated in SFV compared to let's say playing 3rd strike on FightCade? In 3S I can play people in Japan no problem, and I can also play people 2,500km+ away on the east-coast without any rollback. Of course 3S is a 2D game, much smaller, blah blah, but how much more resources could SFV require that I can't have more than 10% of my games without rollback while restricting the connection to 5bars (which I assume is <50-65ms)?

I'll repeat myself, I have no latency issues in any other game. I can connect to CS:GO servers on the west coast with 15ms or less and have the lowest ping of any player. Look it's not a perfect world, SFV is a beautiful game. I'm just saying something is up with this online system for a multi-million dollar game.

Korea & Japan's network is vastly better, dense and close proximity and Infiltration still complains about lag/rollback when he's connected to these players (he has the filter set to 4-5 at the time).
 
I've been hovering around the 3600-3800 LP range for the past few hours now. Can't seem to break into the 4k club :(

But then I lose to a Bison lmao. Maybe I'm just bad against Bison but he seems like one of the harder match ups for Karin.
 
I keep destroying people with my Birdie. Soon as I switch characters I keep losing. I wish Capcom separated your ranking based on per character and not overall. As I'd like to start from the beginning and play low ranked people when I switch characters. How has Capcom not even considered this.
 
I keep destroying people with my Birdie. Soon as I switch characters I keep losing. I wish Capcom separated your ranking based on per character and not overall. As I'd like to start from the beginning and play low ranked people when I switch characters. How has Capcom not even considered this.
There will be casual matchmaking in the final build of the game so you can practice your secondary, tertiary etc characters without fear of losing your precious ranking points.
 
So am I the only one who's having their SFV beta shut down on them in random intervals? It never happened on the first day but it's been persisting into both day 2 and 3. This is cumbersome since it's occasionally shut down right when I'm in the middle of a fight.
 
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