There's something very wrong with my friend's internet connection.
He's using his landlord's internet via wi-fi which is obviously less than ideal, but I see no reason why we should be experiencing ping over 300+ (according to the games - probably not totally accurate) when we live less than 2km away from one another.
Anyway, a while back we tried playing KOF2002 UM online - a game that uses delay-based netplay. This was the result:
The game is slowed down, inputs are heavily delayed, and the entire game feels like it's being played underwater. It wasn't enjoyable to say the least and it's safe to say that we won't be bothering with it anymore.
Some time after, I watched this video where Adam Keits Heart talked about netcode at length and explained in the first few minutes that rollback netcode can help mitigate the effects of high ping connections - something delay-based netcode simply cannot do:
This made me think...how about we try something with rollback netcode and see what happens?
So we bought KOF 97 and Samurai Shodown V Special. Here's KOF 97:
Not perfect, but a million times more playable. Proper speed, much more responsive.
Most people who play fighting games know this already, but there are a few out there who claim delay-based is better than rollback. If rollback netcode is implemented correctly (i.e. not like Street Fighter V) I don't see any way in which that could be true.
He's using his landlord's internet via wi-fi which is obviously less than ideal, but I see no reason why we should be experiencing ping over 300+ (according to the games - probably not totally accurate) when we live less than 2km away from one another.
Anyway, a while back we tried playing KOF2002 UM online - a game that uses delay-based netplay. This was the result:
The game is slowed down, inputs are heavily delayed, and the entire game feels like it's being played underwater. It wasn't enjoyable to say the least and it's safe to say that we won't be bothering with it anymore.
Some time after, I watched this video where Adam Keits Heart talked about netcode at length and explained in the first few minutes that rollback netcode can help mitigate the effects of high ping connections - something delay-based netcode simply cannot do:
This made me think...how about we try something with rollback netcode and see what happens?
So we bought KOF 97 and Samurai Shodown V Special. Here's KOF 97:
Not perfect, but a million times more playable. Proper speed, much more responsive.
Most people who play fighting games know this already, but there are a few out there who claim delay-based is better than rollback. If rollback netcode is implemented correctly (i.e. not like Street Fighter V) I don't see any way in which that could be true.
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