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GGPO for SF4 Dash
2 months ago  ::  Sep 29, 2009 - 9:37AM #151
Ant
Posts: 35

Now that Super Street Fighter 4 has been announced, this thread could not be more relevant.


Don't dissappoint Capcom, better netcode needs to happen!


I am looking forward to this sequel.

2 months ago  ::  Sep 29, 2009 - 9:38AM #152
Thamanator
Posts: 2078

Amen, Antman!

XBL Gamertag: Thamanator

"Rage quitters are not really people; so, they don't count.  Hurting their feelings is a victimless crime... -Mo

"I can't believe having to look on the internet is considered work these days." -Paul

"It's called a cross-up for a reason, not a cross-WTF-vaccum-Ultra-from behind?" -Canadian (in reference to Ken's Ultra catching cross-ups)

"I'll stop Street Fighting, when my heart stops beating!" -Thamanator
+1 - CL3RIC

'Thamanator says: "If life throws fireballs at you, roast some marshmallows.'" -Mo
2 months ago  ::  Sep 29, 2009 - 5:33PM #153
AlboShinobi
Posts: 2839

Dear Capcom, now that Ono-San has announced that there will be no arcade version of Super Street Fighter IV, it is even more important to make the online netcode the best it can be since that is where most of the competition will take place. Do this for the fans as we have asked many times, but also do this for yourselves as you need to give people reason to buy this game other than more characters.




It is essential you convince Capcom Japan to implent the best netcode possible. If for some reason GGPO cannot work, then try what BlazBlue has done (they have the best netcode on consoles, even better than hd remix). If you are going to use the same netcode, then why bother getting the game. even if you add lobbies, the current mid level netcode will not handle it well and people will get even more lag than they have in Street fighter 4, and that says a lot. What's the point of buying arcade sticks and fightpads if lag will ruin any precision you have with those items.




It is in your best interest to make this happen if you want our continued support and a lot of profit. We are moving into 2010 and our expectations are higher, especially when playing sf2 hd remix, MvsC2, BlazeBlue, and even kof12 has a lot of multiplayer features.




You will also be competing with other fighting games such as Tekken 6, which will have a beat em up campaing mode, lobbies, a lot of fighters and more. Dragonball raging blast which has a big fanbase and will have a 16 player tournament mode!!! There is also BlazeBlue Continuam Shift which already has a very amazing netcode, will introduce new characters and features, so that's an update you are directly competing with your own update. Other Japanese developers and just developers in general are and have been keeping up with current generation demands in their fighting games and have even been innovating to beat their competition. It is time for you to do the same, especially since you have one of the most popular and iconic fighting franchise in the world. You owe it to us and you owe it to yourselves.




Thank You Very much


Psn id: Alb_Shinobi

Ranked 31 in Arcade mode
GGPO for Super Street Fighter IV
http://eventhubstourneys.wetpaint.com/
Check out my battles on youtube!
http://www.youtube.com/user/AlboRacerZ
2 months ago  ::  Sep 29, 2009 - 11:33PM #154
Dan
Posts: 12

Dear Capcom,


I am going to keep this short and sweet.  Super Street Fighter IV needs improved netcode. Something along the lines of GGPO, with no input lag. I would gladly wait through however many months of delay, for you to properly test it and add the necessary features (lobbies, replays, etc), and I would happily pay full price for the final product.


Thank you.

2 months ago  ::  Sep 29, 2009 - 11:40PM #155
Brandon
Posts: 862

I cant wait with them using and ultra modifying I cant wait.

2 months ago  ::  Sep 30, 2009 - 4:53AM #156
Dandy J
Posts: 21

Yeah, needs GGPO. Even moreso than lobbies. We know you can't just slap it on there and it has to be modified to work well with the game, but it needs to be done. BlazBlue, HDR, and MvC2 all kill SFIV in terms of netcode (and other online things), when Capcom knows Street Fighter should be the gold standard in fighting games. I don't really care if the game has to be delayed to implement it, or even if they have to DLC it in after to stay on schedule, but some kind of static 1/2 frame input lag, rollback-based netcode is a must. This ain't the 00s anymore!

2 months ago  ::  Sep 30, 2009 - 3:10PM #157
mike
Posts: 18

Jul 8, 2009 -- 1:16PM, Ant wrote:


I was listening to Alphaism radio, they had Ponder (creator of GGPO netcode) as a guest speaking and he talked about GGPO for SF4, and basically he was encouraging people who like the no input lag style of netcode that GGPO is to post on these forums, because according to him Capcom listen. According to Ponder GGPO is possible for the SF4 series, and that we should make our voices heard, afterall Capcom has licensed the code, they can and should use it and improve on it.


So here goes, I'm a big fan of the Street Fighter franchise and enjoy SF4 aswell, however in order to play with almost unnoticable input lag I have to get a 5 bar green connection (I'm talking PC version if that differs from console). This is a rarity and limits the amount of people I want to play as they have to be geographically quite close to where I am, playing under any other circumstance (4 bar and below) is just not enjoyable for me personally and I end up going back to GGPO for lagless online play.


I feel an important point needs to be made as to why I think GGPO is so successful amongst fighting game fans, and that is the way it masks input delay, I think the masking of input delay makes a world of difference and really helps to recreate that offline face to face experience where fast reactions are executed reliably and without worry, also the fact that it masks input delay regardless of connection quality gives you alot of leeway in the type of people you can play, playing people with 100-120ms of ping is actually possible in GGPO (thats something like UK to some parts of USA).


So yeah, those are my thoughts, anybody else whos in support of GGPO style netcode for the next iteration of SF4/SF Series to eliminate input lag, please reply with your thoughts, lets get this noticed.


Here is a link to an old post with Ponder's thoughts on how GGPO is theoretically possible for SF4: forums.shoryuken.com/showpost.php?p=5690...


Here is the podcast which features Ponder, he talks about GGPO as an independant product and GGPO with SF4 around a quarter of the way through the part2 mp3: www.zshare.net/download/6237192062f2416f... (Source Thread: forums.shoryuken.com/showthread.php?t=19...)


Oh and as a PS, Blazblue has some nice networking features to create a nicer environment to play as does SF2 HD Remix, it would be nice if the next SF4 equals or even beats these two games in network interface features. (Things such as spectating, quarter matches, lobbys etc)


 


EDIT: Now that SUPER Street Fighter IV has been announced, this thread could not be more relevant, better netcode needs to happen Capcom, don't dissappoint!




 


Ono already said they have new netcode in it.  They also said they couldn't do Lobbies in SFIV without GGPO.  Ono also stated that there would be lobbies and modes like winner stays for group play.  This hints toward GGPO.  Why would capcom waste their time when they already have a completed netcode that they paid to liscense? 


 


(Mind you they didn't have the liscense for GGPO when they started SF 4, they got it for HD Remix which was after the completion of the Arcade Version of SF 4, which was then ported to consoles.  Super Street Fighter IV has a new network code.... so it really can logically speaking, only be GGPO.  So I wouldn't worry about it.)

2 months ago  ::  Sep 30, 2009 - 7:38PM #158
AlboShinobi
Posts: 2839

Mike, I have seen seen and read all the news about SSF4 and Ono has not said such a thing. For all we know, enhanced online play could mean more titles and icons or a tournament mode which isn't hard to program. I really hope you are right but it's too early to assume anythig. I just hope they realize how important a high quality netcode is if they want to make sales. All other developers are innovating and taking steps forward online so it's very dissappointing when the company giant capcom does not deliver on that end, especially with one of the best fighting games made. Anyways, it's too early to tell anything and I will keep my hopes in capcom.

Psn id: Alb_Shinobi

Ranked 31 in Arcade mode
GGPO for Super Street Fighter IV
http://eventhubstourneys.wetpaint.com/
Check out my battles on youtube!
http://www.youtube.com/user/AlboRacerZ
2 months ago  ::  Oct 01, 2009 - 5:45PM #159
Iduno
Posts: 4

Signed without better netcode Street Fighter may as well be called Ken Fighter online, laggy safe SRKs ftl, GGPO FTW!

2 months ago  ::  Oct 01, 2009 - 7:35PM #160
John
Posts: 4

Sep 30, 2009 -- 4:53AM, Dandy J wrote:


Yeah, needs GGPO. Even moreso than lobbies. We know you can't just slap it on there and it has to be modified to work well with the game, but it needs to be done. BlazBlue, HDR, and MvC2 all kill SFIV in terms of netcode (and other online things), when Capcom knows Street Fighter should be the gold standard in fighting games. I don't really care if the game has to be delayed to implement it, or even if they have to DLC it in after to stay on schedule, but some kind of static 1/2 frame input lag, rollback-based netcode is a must. This ain't the 00s anymore!




Agreed.  SSF4 should, at the bare minimum, have netcode that's as good as those other games.  GGPO can make that happen!

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