CrispyBoar
Banned
Wait
Wat
Yeah, I just looked at it on Twitch through Capcom Fighters channel, then I just found out that it was a rebroadcasting of it. I don't know how long ago that was.
Wait
Wat
Capcom Pro tour went back to Ultra Street Fighter IV? LOL, that says a lot about SF V in general.
Edit: NVM, it's a rebroadcast.
Man, the Switch is tiny. I knew it would be small but not that small. It's thinner than a Vita and without the joycons less wide as well.
Man, the Switch is tiny. I knew it would be small but not that small. It's thinner than a Vita and without the joycons less wide as well.
Not since the original Xbox had I held a controller with a form-factor so off-putting that it made me reconsider purchasing the system altogether.
Man, the Switch is tiny. I knew it would be small but not that small. It's thinner than a Vita and without the joycons less wide as well.
And I always wanted to try the Duke.
Minus the hyper animation, a person who has never seen the game would think that's how Hsien Ko actually plays.
Minus the hyper animation, a person who has never seen the game would think that's how Hsien Ko actually plays.
My old Heroes & Heralds deck was pretty gdlk.
- gain 2 bars of hyper meter whenever you activate X-Factor
- do more damage in X-Factor
- allowed to use X-Factor three times per match
:V
Capcom Pro tour went back to Ultra Street Fighter IV? LOL, that says a lot about SF V in general.
Edit: NVM, it's a rebroadcast.
Max is saying right now the netcode hiearchy of UMVC3 is:
Steam = Xbox One >>>> 360 > PS4 >>>>> PS3
The two new versions have the best netcode out of all the versions.
It's better than the best netcode that the 360 version has had.How much better is ">>>>"?
how does the Steam version of UMVC3 stack against TVC on Dolphin?
TvC is playable.
UMVC3 is not playable.
I want to cut this off at the pass for a couple of reasons. Getting networking for such a latency-sensitive application is difficult for even professional teams with tons of resources and source code access. Trying to hack that into much of anything is rather insane -- and then doing it for a modern 3D engine is even more ridiculous. There's a lot more to consider when trying to roll back and adjust animation, a lot more world state to calculate (especially with regards to things like physics-based animation and lighting) and given how you have to be able to simulate the game state multiple times per frame for rollback calculations, that would make CPU allowances comically tiny.If any fighting game could carry the legacy of strong, fan made netcode, I guess it would be this one. It would be a titanic undertaking compared to something like Melty or #Reload though.
I want to cut this off at the pass for a couple of reasons. Getting networking for such a latency-sensitive application is difficult for even professional teams with tons of resources and source code access. Trying to hack that into much of anything is rather insane -- and then doing it for a modern 3D engine is even more ridiculous. There's a lot more to consider when trying to roll back and adjust animation, a lot more world state to calculate (especially with regards to things like physics-based animation and lighting) and given how you have to be able to simulate the game state multiple times per frame for rollback calculations, that would make CPU allowances comically tiny.
In short: I wouldn't hold your breath, and please don't bug anyone that's actually done such work in the past. You'll just have to live with someone putting Sagat into UMvC3.
Max early impressions tho 🤔Max is saying right now the netcode hiearchy of UMVC3 is:
Steam = Xbox One >>>> 360 > PS4 >>>>> PS3
The two new versions have the best netcode out of all the versions.
How so? It runs great so far on my almost 4 year old laptop.
He comes out May 25th(Japan) in Rev2.
I want to cut this off at the pass for a couple of reasons. Getting networking for such a latency-sensitive application is difficult for even professional teams with tons of resources and source code access. Trying to hack that into much of anything is rather insane -- and then doing it for a modern 3D engine is even more ridiculous. There's a lot more to consider when trying to roll back and adjust animation, a lot more world state to calculate (especially with regards to things like physics-based animation and lighting) and given how you have to be able to simulate the game state multiple times per frame for rollback calculations, that would make CPU allowances comically tiny.
In short: I wouldn't hold your breath, and please don't bug anyone that's actually done such work in the past. You'll just have to live with someone putting Sagat into UMvC3.
It's better than the best netcode that the 360 version has had.
That's ALMOST getting into acceptable territory I guess. But mileage could vary of course, it's P2P after all.
I was talking about the netcode
He comes out May 25th(Japan) in Rev2.
Who is that character?