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Street Fighter V Beta 2 Thread: Welcome, future 21007s! Now on PC!

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Coda

Member
There's no problems recording anything from beta's, at least with SF 5 anyway. I just saved a clip after a match if I wanted to keep it, then trimmed it later. Can use sharefactory to put them together and it's super easy. Quality is fine too. Here's an example of when I started using Rashid. If you want to see the quality, there's nothing wrong with it.

Word I enjoyed watching those. Rashid is crazy good too.

Here is my sizzle reel from the beta:
https://www.youtube.com/watch?v=tgcROpTYOF8
 

RM8

Member
2 and 9 are the best Karin colors.

I'm not sure if PC performance will improve in the final version, but I really can't pull off 1080p on my PC :[ Now, I'm perfectly fine with 900p, but... 1680x1050 looks pretty clean, and I just wish it wouldn't stretch horizontally. It's not a huge issue, but everything looks a bit wider. I wonder if I'd be harming my gameplay experience by playing like that. It looked like this:

3vCE409.jpg

Do you guys think it looks too bad? :p Should I just stick with the slightly less clear but properly proportionaded 900p?
 

Jinfash

needs 2 extra inches
I'm out of the loop, but did they end up unlocking Beta 1 characters or did PC player take care of that themselves?
 

Bob White

Member
Capcom should get on having a public test ground like League of Legends does ASAP. I can already see them putting soon to be release unfinished characters in updates. If they don't have a test environment, people will probably easily hack them and use them against people online in the real game.

Another gift from the Gods (Modders)

yOxwAes.jpg
 

Moaradin

Member
I'm out of the loop, but did they end up unlocking Beta 1 characters or did PC player take care of that themselves?

They did unlock them during the last couple days of Beta. PC players are able to play the game right now offline with a crack, and have all the characters (Karin and Rashid requires some tinkering with the game files).
 

Slaythe

Member
Capcom should get on having a public test ground like League of Legends does ASAP. I can already see them putting soon to be release unfinished characters in updates. If they don't have a test environment, people will probably easily hack them and use them against people online in the real game.

Another gift from the Gods (Modders)

yOxwAes.jpg

You don't seriously expect mods to work online now; do you ?

Given how much importance fight money is gonna have and with the ps4 cross play; pretty sure there is no chance in hell.
 

RM8

Member
You don't seriously expect mods to work online now; do you ?

Given how much importance fight money is gonna have and with the ps4 cross play; pretty sure there is no chance in hell.
They might if they don't mess with the actual gameplay. Cosmetic mods work online in a lot of games.
 
Yeah, In SFIV as long as any gameplay elements weren't altered, you could get away with using mods online. I hope that's still true in V. A lot of the appearance mods for IV were better than the actual costume DLC.
 

Bob White

Member
You don't seriously expect mods to work online now; do you ?

Given how much importance fight money is gonna have and with the ps4 cross play; pretty sure there is no chance in hell.

Not a mod, but people gaining access the the actual character files capcom may add to an update to make sure people aren't downloading massive files all the time.

Which means everyone will have them.
 
c.MK have decent range and lead to some of the most damaging combos out of a c.MK in the game, one of if not the best c.MK in the beta.

She can deal with cross ups better than most characters with her command dash, and her uppercut hits before running out of invincibility, if you're trading or loosing to jump ins with it, you're just timing it wrong.

Also cross ups are gimicks according to ZTS, you shouldn't have any problem with them in the first place. How hard is it to just block the other way? ;p

A cross up is a gimmick when there is no way to alter the jump arc & make it not cross up. Once you understand that set up I as Ken can just DP her out of it everytime.

I fail to see what crazy damage you are talking about off of c.mk. Command dash uppercut doesn't combo at max distance from what I've seen & the damage off of if is not amazing. Plus it's unsafe.

And the angle of her dp doesn't work well against cross up jump arcs period. She moves too far forward and just ends up wiffing. Same reason you don't use Ken's HP or EX Dp to antiair in this game cause the angle makea Ken go past them.
 

janoDX

Member
From what I tested in the beta on PS4 and tested on PC now
(don't ask, not telling)
, I'm really liking Cammy and Ryu, I might even play them when the game releases.
 

Moaradin

Member
SFXT color edit would be nice. Makes sense to have more colors unlockable with fight money too. As long as they don't have those stupid chrome colors that were super distracting.
 

mdsfx

Member
From what I tested in the beta on PS4 and tested on PC now
(don't ask, not telling)
, I'm really liking Cammy and Ryu, I might even play them when the game releases.
I thinks it's pretty much common knowledge at this point Mr.Stealth-brag lol
 

Mr. X

Member
Meter built very poor in this build. You should be able to super if not spending ex meter.

75% dealt + 15% remaining and normal blocking and special move use should be full super.
 

mnz

Unconfirmed Member
Meter built very poor in this build. You should be able to super if not spending ex meter.

75% dealt + 15% remaining and normal blocking and special move use should be full super.
It's the problem they had in 4, too. V-Gauge will be full every round, maybe more often for some characters thanks to their V-Skill. Now if CA builds fast, too, it'll just end up being about hitting those two all the time.
 
Can the character models be edited yet? would be awesome to give him Necalli's v-trigger hair for super saiyan 3 Ken

Tbh that is way above my skill level but I'm pretty sure there are people still working on it and trying to figure it out. I tap out at anything harder than modding the colors since that's just a simple hex edit.
 

Wonko_C

Member
SFVGAF, I need your advice on this: I was just gifted enough money to purchase this game. I have to do this fast if I want to take advantage of Greenmangaming's 22% discount (like, tomorrow morning will be too late). BUT, and there are many buts, LOL:

I'm probably risking a ban here but I'll take my chances (that's how badly I want SFV): To those who played the, uhm... "offline" beta: How was performance? Did it ran at flawless 60fps in training mode? or was it constantly hovering around 58, 59.9, 60 fps? (and some times 57fps, maybe lower in some rare cases which looked more like loading pauses) I say this because I have a way too old CPU for this game (Core 2 Duo E8400) but it runs near-high settings and is very, very playable, except for those hitches.

(Disclaimer: I did it to test if my way below minimum-req PC could handle the game, since there is no benchmark available like with SFIV)

I tested every configuration and resolution down to the lowest, and the performance was the same, this sounds like CPU bottleneck, I know, I'm asking this because I want to get every possibility out of the way: Could it be instead that the "offline" version is doing something in the background that is making the game stutter by 1 or 2 frames? If I was truly CPU limited I would be seeing way more variation in my framerate, but no, it's just constant 57-60 fps. I wish I could uncap the framerate to see how high it really goes but the game is hardcoded at 60fps so I guess I'll never know.

Then there is the fact that Unreal Tournament Pre-alpha runs way above 60fps (with low settings) when Vsync is disengaged, and Rising Thunder runs flawless as well. I know, different games but they're all Unreal Engine 4 and Unreal Tournament Pre-Alpha should be more demanding than 2 fighting games, right?

EDIT: I did more tests, here's what I found:

-CPU usage in SFV beta never goes above 82%, It stays at a cool 67-75%. That means I can't be limited, right?
-I removed Vsync from Rising Thunder, the game runs at a mammoth 220-240 fps, LOL.
-Unreal Tournament hovers between 80-115 fps, lowest recorded was 64 when it got too intense. It went all the way down to 44 once due to a loading pause.
-I made sure my computer didn't have extraneous things, like background processes and stuff, it's a very recent clean re-install of Windows 10. All my other games run perfectly fine.

EDIT 2: Complete PC specs, nothing to brag about. :p
-Intel Core2 Duo E8400 @3 ghz
-4GB DDR2 RAM @800mhz
-Nvidia Geforce GTX 750 1GB
-Windows 10 Pro, free upgraded from Microsoft, then fresh re-install.

TL;DR: Did you play the unofficial "offline" beta? was there constant stuttering? was that stuttering present in the official beta?
 
I don't know what the cause is but mine is the same. According to system reqs lab my computer is past the recommended specs, I even upgraded my card to the one it recommends on steam to make sure I have no hitches but it still was laggy for me, and half my time with the beta was toggling settings and quitting out, but it was laggy even on low, so I'm not sure if I'm honest. Like you, mine was laggy in the training stage too.
 

Yudoken

Member
You don't seriously expect mods to work online now; do you ?

Given how much importance fight money is gonna have and with the ps4 cross play; pretty sure there is no chance in hell.

Model swaps/costumes and much more worked fine in IV.
We'll see what will work in V.
 

RM8

Member
It's actually pretty freaking demanding on PC. I'm on an Alienware Alpha, which even though it's basically an entry-level PC, often outperforms PS4 - but with this game I need to go 900p so Chun's Ultra doesn't slow down a bit on the waterfall stage. It sucks because that's literally the only thing that slows down the game on my PC >:[ Remove that stage and let me play with higher settings!. I'm okay with 900p, though. Do you guys think performance will improve in the final release?
 

Kinhow

Member
So... Any official word if I can use my PS3 Hori RAP arcade stick on PC when the game launches?

I needed to use XPadder to play the beta :(
 
When people are saying there is a color editor like SFxT, do they mean for dev purposes, or there will literally be that option in the game for players to make their own colors?
 

nded

Member
When people are saying there is a color editor like SFxT, do they mean for dev purposes, or there will literally be that option in the game for players to make their own colors?
So far just for dev purposes. The model textures are actually plain white and devs/modders can assign any color to them. It wouldn't surprise me if Capcom plans to include a color edit mode and sell custom color slots and patterns.
 

Yudoken

Member
It's actually pretty freaking demanding on PC. I'm on an Alienware Alpha, which even though it's basically an entry-level PC, often outperforms PS4 - but with this game I need to go 900p so Chun's Ultra doesn't slow down a bit on the waterfall stage. It sucks because that's literally the only thing that slows down the game on my PC >:[ Remove that stage and let me play with higher settings!. I'm okay with 900p, though. Do you guys think performance will improve in the final release?

Only time will tell but don't expect any miracles.
Did you try to turn down the settings?
Anti aliasing and post processing are impacting performance and I personally turned down and got better performance on my little brothers prebuild pc.
 
There is a heavy blur effect that can't be turned off. I wish it gone!

Apparently that's related to vsync or something, and messing with that is a no no for online matches.
 
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