You generally want less than 1 frame so that would be fine, but you can't really trust the manufacturer numbers. Should still be fine, though. Displaylag also has a VN279QL, sounds similar.So...it's fine?
It's not on there.
You generally want less than 1 frame so that would be fine, but you can't really trust the manufacturer numbers. Should still be fine, though. Displaylag also has a VN279QL, sounds similar.So...it's fine?
It's not on there.
BadWolf constantly tries to claim it's good.
He's a known crazy person though.
For those who didn't catch the interview with KOFXIV's producer at WNF:
On the netcode:
- He has been looking at the complaints against XIII's console netcode from day one and keeping all of them in mind
- The reception for XIII's Steam version netcode has been positive in general so they are building on top of what they learned there
- They are putting a lot of effort into making the netcode solid day 1 and are prepared to act quickly to fix any issues post launch.
- The 3v3 online party battle mode will have 12 player lobbies.
On DLC (characters, stages, music, costumes etc.):
- They aren't holding anything back for the initial release, we are getting the full game day 1.
- They haven't even started thinking about DLC yet. If they do decide to do some then we will have to wait a while since they will be creating it from scratch.
On Just Defending:
- They spent a lot of time balancing it in such a way that it doesn't disrupt the normal flow of gameplay
- In its initial implementation it had too much impact so they toned it down
- They took both offline competitive play and online play into consideration when balancing it
Killer Desync?
There's instant blocking and it was initially too good of a defensive option?
I guess all fighting game netcode is garbage and the developers should be ashamed.
With the statement of "we're prepared to fix any netcode issues post launch", that does give me some hope that even if the netcode for KOF XIV does turn out to be bad, the KOF XIV team is seemingly prepared to make improvements.
With the statement of "we're prepared to fix any netcode issues post launch", that does give me some hope that even if the netcode for KOF XIV does turn out to be bad, the KOF XIV team is seemingly prepared to make improvements.
Well if it's frame delay (and it sounds like it will be) there really isn't much they'd be able to do. Rewriting the netcode (and thus making changes to the core fighting engine as well) to be rollback is not likely.
For more casual players, inputs being delayed is much less obvious than having the game snap back to some random point in the game, especially if it keeps happening constantly (thanks Capcpom).Is there any fighting game netcode people don't have issues with? Some (crazy) people prefer input delay to rollback because the teleporting is unacceptable whereas fighting underwater is OK, apparently. I always heard Tekken netcode was great but changing the timing of moves with their input delay seems kind of fucked up.
I guess the best would be Killer Instinct, maybe?
Honestly, I wouldn't even bother thinking about his statement. You hear lots of platitudes from people in this industry that don't even amount to a hill of beans, and unless they are willing to gut the whole thing and replace it with a better implementation (which needs to happen, but won't because of the amount of time and experience needed) it won't appreciably improve.With the statement of "we're prepared to fix any netcode issues post launch", that does give me some hope that even if the netcode for KOF XIV does turn out to be bad, the KOF XIV team is seemingly prepared to make improvements.
Hearing that KoFXIV is "building upon" the Steam version's netcode is an instant hype deflator and has pretty much zeroed out any interest I would have had for the game.
pc kof13 steam netcode was miles ahead of the console one. You could at least play people in the same state w/ little to no delay
Well, yeah, the console version had some of the worst netcode ever.
Being able to play people that I see regularly anyway isn't some accomplishment.
I played a Brazilian person on the PS3 version of XIII. The levels of lag made the game into a comic book, and the guy sent a message after wards laughing at me. No game made me so salty like that day.Well, yeah, the console version had some of the worst netcode ever.
Being able to play people that I see regularly anyway isn't some accomplishment.
Hype deflator indeed. RIP KoF14
pc kof13 steam netcode was miles ahead of the console one. You could at least play people in the same state w/ little to no delay
If NRS can fix their netcode anyone can.
They were releasing a huge, paid update. They had a reason to fix their netcode. Especially as they could spread development costs around between XL and Injustice 2 (which is probably why XL got new netcode to begin with).
TL;DR cross your fingers for KOF XV.
They were releasing a huge, paid update. They had a reason to fix their netcode. Especially as they could spread development costs around between XL and Injustice 2 (which is probably why XL got new netcode to begin with).
TL;DR cross your fingers for KOF XV.
If NRS can fix their netcode anyone can.
One thing I feel that gets constantly overlooked, or at least not mentioned, when talking about everything NRS is able to do is the fact that WB has lots of money.
SNK is almost certainly not in a position to launch with one type of netcode and some time later run betas and change their netcode from the ground up.
you either can't read or automatically jump to the worst possible conclusion for no reason
About the 8 frames is that it's vsync related. If you remove vsync on PC, you get your traditional 5 frames of input lag, just like on consoles. But on PC, SF4 had more lag than consoles because vsync was activated by default. All PC players removed it to match the console version delay.
My guess is: since they didn't want to game to have tearing, that they needed a similar input lag both on console and PC, and considering that vsync can probably change depending on you computer/Drivers, they choose to keep it and added frames dedicated to vsync rendering. And after that, they built the gameplay with this problem in mind.
Also you probably don't know this (and I can talk about it now I guess) but Capcom started to build SF5 on their own engine. They moved to UE4 at some point in development. I wouldn't be surprised if all this is coming from Unreal Engine.
Bill walton vs stuttering craig in SFV. I admit, I would have never imagined this match up.
http://www.neogaf.com/forum/showthread.php?p=207329500#post207329500
Tournaments this weekend Dreamhack Summer 2016(SFV, MKX, Melee), APEX 2016 (Smash + FGC games), Low Tier City (Smash), Wizard World Sacramento (SFV, Naruto, Tekken 7), and a GG Rev invitational held at Next Level.
Rashid won atournementn editor
Lol man fell again today and fucked up my knee. Had to actually call 911 this time. This shit has sucked lately starting to mentally wear me down.
On a more positive note I really liked the showing of stuff at e3 this year. Lots of fun new stuff on the horizon
Minor corrections, but PC SF4 had PS3's level of input lag with the default v-sync (6.2 vs 6.4), closer to 360's input lag with alternate driver-based v-sync (5.7 vs 5.1) and less input lag than everything else with v-sync off (3.5).
PC SF5 also has less input lag than PS4 regardless of settings (7.1 stock or 4.6 v-sync off vs. PS4's 7.9 frames).
Rollback netcodes in other titles typically add (or even allow you to manually adjust) a variable amount of input lag in comparison to offline gameplay while playing online. I believe reducing this variability to keep overall input lag as consistent as possible across offline and online (regardless of connection quality) was the original intent, so adding input lag makes sense in that regard.
However, there's still a discrepancy between offline and online input lag so they failed there (online delay is consistent regardless of opponent, though). Also, the netcode was outsourced to a mobile-focused Korean team and considering that they're long gone by now (leaving behind defective netcode), the "intentionally" added input lag is now funnier.
V-sync is archaic in 2016. IMO, fighting games on consoles should add a v-sync toggle and allow for higher refresh modes like 120hz/144hz. Tearing isn't noticeable at all in these kinds of games when using high refresh monitors. Whether it's up to Sony/MS or the game dev in question to add it should be done.
Yeah just chilling in bed for the rest of the day. Thankfully my friend set it up a few weeks ago so I can play my ps4 from bed now so I'm not annoyed at my lack of being able to play gg and other stuff xDdamn that sucks, hope you get better
Yeah just chilling in bed for the rest of the day. Thankfully my friend set it up a few weeks ago so I can play my ps4 from bed now so I'm not annoyed at my lack of being able to play gg and other stuff xD
Lol man fell again today and fucked up my knee. Had to actually call 911 this time. This shit has sucked lately starting to mentally wear me down.
On a more positive note I really liked the showing of stuff at e3 this year. Lots of fun new stuff on the horizon