online slower then vs.

everyone here is completly misunderstanding, namco have made 60 seconds ingame take 62 seconds in real life, they've slowed the game down to smooth it out, so online SC5 is not actually SC5 but a SLOWER game, whatever, you guys are all fucking retards, i'm just gonna wait for CheeseOfTheDay to release the vid and show you how dumb you are.
 
Insulting people aren't gonna convince people or encourage them to help you out.

I was curious, so I did a quick check regarding this. I recorded an online match, and also recorded the replay of the same online match.

The first round ended about 1 second faster in the replay. When going through the footage, the cause are random duplicated frames in the online footage. It's irregular so I'm very sure it was caused by lag.
 
As a fellow who enjoys being surly myself, regardless of ShinJins disposition, he is right. The game does get slowed down.

As to whether this is a preferable solution compared to SC4/T6 netcode, that is another issue entirely.
 
Insulting people aren't gonna convince people or encourage them to help you out.

I was curious, so I did a quick check regarding this. I recorded an online match, and also recorded the replay of the same online match.

The first round ended about 1 second faster in the replay. When going through the footage, the cause are random duplicated frames in the online footage. It's irregular so I'm very sure it was caused by lag.

if you dont want to belive it then thats cool, at least you went and checked it out for yourself which i gotta give you props for, but there is 1 simple fact that can't be denied, the game actually runs slower online then in VS.
 
if you dont want to belive it then thats cool, at least you went and checked it out for yourself which i gotta give you props for, but there is 1 simple fact that can't be denied, the game actually runs slower online then in VS.

Not enough to matter.

Also, after every round the game will re-sync the connection and the fps-to-connection rate should change as well. Some rounds will be laggier than others, and may have drastically different frame rates as well if the connection was sketchy to begin with.

This is the price you pay for actually having it run "smooth" regardless of the fact your opponent uses carrier pigeons for an ISP.
 
You probably didn't. You have simply psyched yourself into believing it.

The only reason JG'ing seems easier online than offline is because offline you have to do it after a move is in its starting frames for it to work. In other words, its hitting on a small window on reaction. Online you are anticipating the attack and going on faith that it will come out as your JG does. More often than not, it will. We who study our opponents get a very solid grasp of repetitive action, it is only natural this is the easiest way to get JG.

They are different skillsets, and people are traditionally far stronger with one than the other.
 
huh?, no i'm talking about strings like pyrra 66B~BE and any of xibas monkey kicks, you have WAY more time to get yourself ready online then you do offline.
 
That's odd to me. I can step Mitsu's 66BB on the second B offline but not online, I always get hit by the second B. Have I just physiced myself or is it some kind of lag thing? But on most other things I can step like a god online.
 
I found this while first online matches, the game run more slowly, I planned to do some comparison so I'll try to do it today after work.
 
no ones talking about the game, i'm talking about the online mode, which is almost never laggy and always responsive.
 
yes you're right, it clearly runs slower than offline mode, it's just that SCIV online was so bad that slowing the game down a little to make it playable is more than worth it

your JG and JF timings will need adjusting, but personally I think it's worth doing them anyway, simply because you are practising actually attempting these things in a match. it's not ideal but it's a lot better then the alternative. anyone who suffered with SCIV's online netcode will know how much of a godsend SCV's online mode is
 
Not trying to be offensive, but it seems like.... the Calibur community just doesn't play other games.

Frame skip and duplicated frames are normal in nearly any fighting game that has an online component from the PC to the original Xbox to SCV. Anyone that is actually surprised that this happens or that feels *qualified* to claim it's terrible coding..... has a severe fundamental misunderstanding.

Here's the really simple bits in a child friendly analogy:

You are playing a game of catch with your buddy. You are both casually tossing the ball back and forth and not trying to do any sort of fancy fastball throws or special throws that alter the course of the ball. To you and your buddy, it appears that the ball is moving nearly the same speed regardless of which one of you throws it. Of course, when measured, there are obvious speed differences between the speeds that the ball flies. These differences appear not only between the speeds that you and your buddy throw the ball, but also at the speeds that you throw the ball consecutively. If we were to record this match and relied on the ball being thrown at the exact same speed we could insert duplicate frames (or remove frames) of the film where the ball moved faster or slower than usual.

This is how the magic of the internet works with multiplayer games, streaming audio and video, etc.

Not all games are created equal and not all techniques are appropriate for all games. Some games lend themselves to good online play (BlazBlue with it's 5F input buffer) and some games do not (Guilty Gear and 1F jumps run through a NAOMI emulator). It is not simply about trying to compare two titles and claiming "good" or "bad" code when the engines are so drastically different. I'm going to use the example of BlazBlue again - not only is there a nice, fat 5F window but there is also a trick they can use to assume the next input since most of the combos are very static. SCV, on the other hand, does not have this rigid combo system and most characters don't even have lengthy combos. In BlazBlue's case, they could actually code against a list of expected moves to fill in at any latency during high execution combos while SCV..... is screwed.

Edit and PS - Does no one remember the boat level on the PS3 version of SCIV? The exact same thing happened that the OP describes when compared to the Xbox - and that was local play.
 
Your a dumb fuck for basicly telling me 50hz online for a 60hz game is legit. if they couldn't make online decent they shouldn't have released the game untill it was.
 
Your a dumb fuck for basicly telling me 50hz online for a 60hz game is legit. if they couldn't make online decent they shouldn't have released the game untill it was.

You talking to me? I hope so. It made me laugh.

You do realize that "if they couldn't make online decent they shouldn't have released the game until it was" basically means we won't have online fighters till the year 2030, right? I mean, surely by 2030 everyone will have stable connections to every other place in the world with nearly unlimited bandwidth and extremely low latency......

Reality.... how does it work?
 
Your a dumb fuck for basicly telling me 50hz online for a 60hz game is legit. if they couldn't make online decent they shouldn't have released the game untill it was.
Relax man! It is good!
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