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I think at one point he said UI/UX of KOF14 was better than SFV..Great rebuttal there.
10/10.
There is no need for listening and debate if you act like a clown mate.
I think at one point he said UI/UX of KOF14 was better than SFV..Great rebuttal there.
10/10.
There is no need for listening and debate if you act like a clown mate.
I think at one point he said UI/UX of KOF14 was better than SFV..
This is bullshit. GGPO doesn't care if it's 2D or 3D, it's code that tells a game how to handle inputs and save states. Examples are Skullgirls (everything is 3D, they are flat, handdrawn assests rendered in 3D) and Rising Thunder (the F2P fighter Cannons had up for a while). Namco used it in an arcade DBZ arena fighter.Oh, rollback netcode is definitely heavy on the hardware. I was just thinking he was talking about ps360.
From how I understand it, the game has to remember several old game states and put them back into memory when rollback occurs. Not sure if it has to remember every frame, though. Maybe some programmer can dive deeper into it.
From an old interview:
Well, name another 3D game with rollback netcode on 360/PS3. Pretty sure it's the only one and there's a reason for that. It's taxing on the hardware.
This is why I suspect GGXrd uses delay-based netcode. They're shackled to the PS3 in order to get Japanese console sales and the game has to cut corners to run on that system already
But...SFV's netcode is not delay based.Xrd is delay based, tells you how many frames you're dropping, and lets you simulate lag in training mode, which is cute.
The problem with the delay based netcode in SFV, is that it's one sided, so one player eats all of the delay.
The amount of data is much bigger in 3D games even if the netcode does the same thing.This is bullshit. GGPO doesn't care if it's 2D or 3D, it's code that tells a game how to handle inputs and save states. Examples are Skullgirls (everything is 3D, they are flat, handdrawn assests rendered in 3D) and Rising Thunder (the F2P fighter Cannons had up for a while). Namco used it in an arcade DBZ arena fighter.
The amount of data you have to store to make GGPO work goes up enormously in a 3D game.This is bullshit. GGPO doesn't care if it's 2D or 3D, it's code that tells a game how to handle inputs and save states. Examples are Skullgirls (everything is 3D, they are flat, handdrawn assests rendered in 3D) and Rising Thunder (the F2P fighter Cannons had up for a while). Namco used it in an arcade DBZ arena fighter.
I think at one point he said UI/UX of KOF14 was better than SFV..
The amount of data is much bigger in 3D games even if the netcode does the same thing.
Remember Rising Thunder and GGPO 3?
Both of those are 3d games though
Skullgirls uses a 3D engine, but it's a 2D game. Rising Thunder was only ever released on PC, so I don't get that comparison either. And neither of those are as demanding as SFV is. Not even sure what the argument is here.Both of those are 3d games though
You must be a fan of PlayStation Battle All-stars UI then.I did, and I stand by it.
*Thumbs up from player one to change character*
*Massive pile of stats in CFN that are never populated*
*Literally everything about the replay system*
I did, and I stand by it.
*Thumbs up from player one to change character*
*Massive pile of stats in CFN that are never populated*
*Literally everything about the replay system*
What evidence? You saying it? I know they use a 3D engine (like I said) and have 2D art modeled to 3D backgrounds, but the models are not 3D. They are more than one layer of 2D art where they do lighting and stuff.Skullgirls is 3D models like SFV, you can google this and find Mike Z explaining it. There's real time lighting, shadows. Ravidrath still posts on GAF if you want him to explain it again.
But nah, keep believing against all evidence to contrary.
Skullgirls is 3D models like SFV, you can google this and find Mike Z explaining it. There's real time lighting, shadows. Ravidrath still posts on GAF if you want him to explain it again.
But nah, keep believing against all evidence to contrary.
KI and MKX use rollback netcode and by all accounts play pretty much flawlessly online. SF5 needs to figure its shit out.
SFV's netcode is fine except for the one sided part.
Finally beat this ridiculous Juri with my Bison. God damn that felt good. Now the year long mantinance can start.
It was glorious, except for that 1% of matches that just turned to complete shit, and then you were stuck in a FT2. It makes me glad that re-matching in SFV is optional, so that you can bail in the worst case.Remember Rising Thunder and GGPO 3?
Do you have a source that details that? Because everything I've ever seen and read indicates that SkullGirls uses 2D sprites for the characters.Skullgirls is 3D models like SFV, you can google this and find Mike Z explaining it. There's real time lighting, shadows. Ravidrath still posts on GAF if you want him to explain it again.
But nah, keep believing against all evidence to contrary.
Finally beat this ridiculous Juri with my Bison. God damn that felt good. Now the year long mantinance can start.
Hey, I've been busy with school so I had to drop this game towards the end of season 1. I played a lot of Claw and Boxer, are they still good?
It's 2D sprites that are technically 3D, it's not some Guilty Gear Xrd shit. It's 3D like Paper Mario is 3D, but even less so.
Adding a third dimension doesn't automatically make a game way more resource intensive.
Ucchedavāda;231192098 said:Do you have a source that details that? Because everything I've ever seen and read indicates that SkullGirls uses 2D sprites for the characters.
Hey, I've been busy with school so I had to drop this game towards the end of season 1. I played a lot of Claw and Boxer, are they still good?
Congrats. Is that a bad matchup?
I once lost to a Juri cuz my AA game is ass and she would do like 40% jump in combos lol
What is the cheapest any of you guys have seen the Season 2 pass for?
http://neogaf.com/forum/showpost.php?p=30805473&postcount=113
the dude doesn't mention how specifically it works but at least we know it is per pixel
We have a really advanced sprite system in Skullgirls, with real-time lighting and the most frames per character in a fighting game. The actual sprites are around 800x800, but we scale and filter them down to half that so the lines are really crisp and smooth.
From Mike Z, short and not detailed http://skullheart.com/index.php?threads/rwby.207/page-2#post-118617
Boxer is good, Claw not so much. Not like he's garbage, though.
GGPOish technology first appeared in hardware-intensive 3D games, like 1st person shooters, so it doesn't make a lot of sense to bring that up as a limitation.
Seth Killian: There are some major dis-analogies between Capcom fighters and some other games that use 3D models (for instance shooters are able to use predictive rollback in a transparent way much more easily for a variety of reasons (ask Ponder!), although YouTube is also full of outraged, "I shot first!" videos showing that there are still some problems).
I'm sure it's possible to make a 3D fighter where it might be as simple as what you suggest, but in our case, it isn't. Beyond reiterating that, "I am not a (real) programmer," and some internal issues about the way the games are built, I will add at least that when I was making some of the initial pushes for this tech, I came to the table with many of your same views. I'm still bullish on GGPO, but I've learned the hard way that it's definitely not as simple as it's being described here. Far from impossible, but also far from simple.
Svensson: Other games have used "similar gamestate replay" concepts but not GGPO specifically. And please stop comparing 1st person shooters to fighting games in terms of networking and predictive code. They are apples and oranges in terms of the sensitivities of having predictive collision, arbitration and error correction. They are not less challenging, but they are different.
i need to grind fm for kolin . stupid survival mode
Yes but didnt they find out the dumb shit much later? The game was still leagues ahead of something like SFV when it came out. Modern fighters like SF4,5 have the benefit of patches to prevent dumb shit like in that vid.