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Tekken 7 Coming PC/XB1/PS4 Early 2017

Havent played a Tekken since 5.

I want to play this but it'll depend on the netcode.

TTT2 has the best netcode of any 3D fighter. Tekken 7 Arcade in Japan/Korea runs all online (with local option). It's fantastic and it'll translate beautifully to consoles.
 
TTT2 has the best netcode of any 3D fighter. Tekken 7 Arcade in Japan/Korea runs all online (with local option). It's fantastic and it'll translate beautifully to consoles.

Ahh, good to hear :)

It's been so long since I've played a fighting game. Really in the mood to buy Tekken 7, learn one or two characters, and just have fun online.
 
FYI TTT2 had 7f of input lag. Expect T7 to be the same.

Was TTT2 on UE4? It's just interesting because the two big Japanese fighters are on it now so tech wise it'll be interesting to see how they compare going forward. List could've included Injustice 2 but that looks based on the MKX tech of UE3.
 
Story mode looks awesome.

Yes, but the fastest normals in Tekken have 10f of startup instead of 3.

This, moves in Tekken are slower frame wise and there are a lot more recovery frames in general, so it's not as bad.

As a side note iirc the Tekken team increased the input lag by 1 frame in TTT2 to allow the online code to work better, and from my experience the net code is quite good.
 
Was TTT2 on UE4? It's just interesting because the two big Japanese fighters are on it now so tech wise it'll be interesting to see how they compare going forward. List could've included Injustice 2 but that looks based on the MKX tech of UE3.

It's got nothing to do with the game engine. The developers intentionally put the lag there so online vs offline feels similar. Also, Tekken 7 is only using UE4 for graphics, Namco is still using their in-house engine to run all the other code.

As for SFV, we just need to see how the developers respond as to their reasoning. The extra input lag (really 2-3f extra as USF4 is 5f lag) seems to be an intentional design choice to cater for aggressive play-styles and not a reactionary based style.

Injustice 2 is running on a heavily modified UE3.

Yes, but the fastest normals in Tekken have 10f of startup instead of 3.

I know, it doesn't matter much for Tekken.
 
FYI TTT2 had 7f of input lag. Expect T7 to be the same.

Didn't Harada say that it was just one frame of lag for Tag 2?

Yes, but the fastest normals in Tekken have 10f of startup instead of 3.

That really mostly matters in a block punish, or throw break scenario. In a whiff punish scenario, the window to input your punish is actually quite similar to SF.
 
Didn't Harada say that it was just one frame of lag for Tag 2?



That really mostly matters in a block punish, or throw break scenario. In a whiff punish scenario, the window to input your punish is actually quite similar to SF.

One frame more than T6, which had roughly 6f of lag.
 
Played some of it today at E3, game looks great. Been awhile since I played TTT2 so I can't really tell you the differences in movement, plus I only saw the xbox version and can't do qcb/qcf to save my life on that dpad.
 
Played some of it today at E3, game looks great. Been awhile since I played TTT2 so I can't really tell you the differences in movement, plus I only saw the xbox version and can't do qcb/qcf to save my life on that dpad.

Everyone knows the movement has been nerfed from TTT2.
 
It's got nothing to do with the game engine. The developers intentionally put the lag there so online vs offline feels similar. Also, Tekken 7 is only using UE4 for graphics, Namco is still using their in-house engine to run all the other code.

As for SFV, we just need to see how the developers respond as to their reasoning. The extra input lag (really 2-3f extra as USF4 is 5f lag) seems to be an intentional design choice to cater for aggressive play-styles and not a reactionary based style.

Injustice 2 is running on a heavily modified UE3.

They've explicitly said Injustice 2 is continuing off their work from MKX, which was based on UE3.

Considering the input lag discrepancies between the different platform versions of SF4, I would not give them the benefit of the doubt that what we see now is entirely intentionally designed, unless another theory out there posits different input lags were necessary between ports for some reason. They've commented on people's response to SFV's input lag and aside from referring to it as lag, never said anything to the contrary of it being deliberate.
 
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Official footage of the PC version! 11 minutes!
captured at 30fps, ffs gamespot!

https://www.youtube.com/watch?v=cknGB1NC55c

warning: the player is competent, but has a very basic skill set. Lots of jab strings and waiting instead of following up.



I'm kinda hoping that they give the user the option to load the vanilla stages. The newer FR versions look good, but kinda really over do it with the color filters in the effort to distinguish FR from vanilla.
 
You guys think they're testing the waters with Akuma for a full on TxSF game? I mean, I'd like a Soul Calibur game next but Tekken vs Street Fighter would be pretty dope.
 
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