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Double Shot of Network Nerd Talk for SSF2T HD Remix

Jul 29, 2008 // Sven

Capcom Director of Technology, Gary Lake has busted out more tech lingo for those of you who want to know the ins and outs of how we’re tweaking the best console fighting game network code ever.

He’s done not one, but two blog updates in one day (the second of which, being a response to comments in some of his earlier writings). His first entry deals with how we’re hiding latency . His second entry talks specifically about dealing with packetloss and the variables we can change in our network emulation for testing.

So if you want to know how these sorts of things work, it’s rather illuminating. If you missed Gary’s first two updates dealing with what network emulation is , and how we reproduce network bugs , those pieces are worth a read too.

 And all of these elements pertain to  the new patch for the Super Street Fighter 2 Turbo HD Remix beta .