You're really asking why? Pick your poison.No. Why would anyone want to fake this. It's just a de-sync.
The closest thing this could be fake to is the replay mode issues littering KI, but even then it'll take a lot of internet magic to fake this on this guy's behalf to make DSP--a professional fighting game player--look like a sore loser. And if it is fake; who /cares/?
I dunno, it's just a hypothesis. I would need to look over waaaaay more matches to come to a solid conclusion, similar to the video in the OP (two screens side-by-side showing what each player sees). At this point, the OP seems like an extreme abnormality. If there was an agreed-upon game state from the two consoles colluding their information and rolling stuff back on a disagreement, there would be no divergence short of communications being completely cut (wouldn't the game just stop then?), but there is a divergence shown (assuming it's not faked).You got all that from this one instance?
MULTIPLAYER DESYNCHRONIZATION:
User States: It seems like players in an exhibition match will desynchronize after a certain amount of rematches. The opposing player from either side will appear to not do anything and once the round is finished the lobby will close.
User States: Desynch is causing both players to see a victory screen from they're perspective. Thus, giving the illusion to a player that he won the match.
That and people are upset that a fighting game exclusive to the xbox one is getting so much praise and attention. Gotta blow every little issue way out of proportion. "game de-synced once? Huge gamebreaking problem, fightatars, cloud discovered!".Originally Posted by Basileus777
Desync issues? Why wouldn't it get through QA?
We're getting some weird over-reactions to this, is it just the OP's mistaken idea that AI's are taking over?
Because this is, again, not a frequent occurrence.Just...wow
How did this manage to get through QA?
OP should REALLY consider changing his post.
There you go.This is from the Double Helix forums in the Killer Intsinct Bug Reporting Thread.
MULTIPLAYER DESYNCHRONIZATION:
User States: It seems like players in an exhibition match will desynchronize after a certain amount of rematches. The opposing player from either side will appear to not do anything and once the round is finished the lobby will close.
User States: Desynch is causing both players to see a victory screen from they're perspective. Thus, giving the illusion to a player that he won the match.
Actually he finds most of the game bugs in every game he plays lolWait... Darksydephil?
Fucking Darksydephil just happened to be the guy who helped find a huge game issue?
God has a sense of humor.
Well he is quite decent at fighters actually.It's the first time I've seen a DSP video where he isnt crying and yelling "I'm not doing anything!"
It'd be better if Killer Instinct on replay had an option to show Button inputs visually like in Street Fighters Practice mode.
Actually, given the reports of offline replays being weird, it's likely that this is more than a freak occurrence even if it isn't exactly common.Presuming deception when your multiplayer match disconnects / errors out is a bit of a stretch, but it is remarkable that people are fairly quick to jump to this conclusion first. This is nothing new in online gaming. OP updated with the relevant info.
It does! It was in the video!Originally Posted by BigBadShamoo
Yeah this is why local Multiplayer is good.
It'd be better if Killer Instinct on replay had an option to show Button inputs visually like in Street Fighters Practice mode.
Phil wasn't playing ranked, he was playing exhibition. Exhibition matches apply to thisI don't think that bug report applies this. Video states they only fought once, no rematch. The opposing player also definitely didn't stand by idly.
I'm not trying to be "that person" but I don't think this is the same issue. There are inputs from the other player and they only fought one time.This is from the Double Helix forums in the Killer Intsinct Bug Reporting Thread.
MULTIPLAYER DESYNCHRONIZATION:
User States: It seems like players in an exhibition match will desynchronize after a certain amount of rematches. The opposing player from either side will appear to not do anything and once the round is finished the lobby will close.
User States: Desynch is causing both players to see a victory screen from they're perspective. Thus, giving the illusion to a player that he won the match.
edit: beaten
Okay, so you're saying the game mode is the cause?Phil wasn't playing ranked, he was playing exhibition. Exhibition matches apply to this
It's a user submitted bug report. I'd say whoever first submitted it didn't know the full scope, since it evidently applies to other situations.
Online isn't taken that seriously by anyone good. And even with the odd desync or stutter, rollback netcode is still a lot better than having variable input lag.I'm sure all of the competitive and professional fighting game players will have a huge problem with this, but a lot of people who invested into the console and game probably won't want to hear about it and will either say it's not much of a big deal, or deny it happens often enough to be a problem. The point is, the fact that it even happens at all is a problem in and of itself.
Presuming deception when your multiplayer match disconnects / errors out is a bit of a stretch, but it is remarkable that people are fairly quick to jump to this conclusion first. This is nothing new in online gaming. OP updated with the relevant info.
Saw that the OP and thread title were modified based on the above post, but the video that was posted represents neither:This is from the Double Helix forums in the Killer Intsinct Bug Reporting Thread.
MULTIPLAYER DESYNCHRONIZATION:
User States: It seems like players in an exhibition match will desynchronize after a certain amount of rematches. The opposing player from either side will appear to not do anything and once the round is finished the lobby will close.
User States: Desynch is causing both players to see a victory screen from they're perspective. Thus, giving the illusion to a player that he won the match.
1. The opposing player appearing to not do anything.
2. Both players seeing a victory screen.
So... How is that post relevant to the video that was posted in the OP? It doesn't debunk that AI takes over during desynch, and that the match is completely different at times on both ends.
This line of thought is like attributing fruit falling from a tree to invisible squirrels instead of random detachments and gravity.It doesn't debunk that AI takes over during desynch...
There's absolutely no reason to think "AI" has anything to do with this. It's just something along the lines of the stream of opponent button presses becoming garbled.
Yeah, it's the game mode.Okay, so you're saying the game mode is the cause?
It's a user submitted bug report. I'd say whoever first submitted it didn't know the full scope, since it evidently applies to other situations.
It's only differen't on both ends because the sadira on DSP's end didn't land her combo, because of the desync. If you look at her movements and the recorded inputs at the top you can clearly see her doing the same moves as /if/ she was in a combo, as well as with Glacius. There is no AI.Saw that the OP and thread title were modified based on the above post, but the video that was posted represents neither:
1. The opposing player appearing to not do anything.
2. Both players seeing a victory screen.
So... How is that post relevant to the video that was posted in the OP? It doesn't debunk that AI takes over during desynch, and that the match is completely different at times on both ends.
It's related to the video that there are confirmed cases of desyncing with the game and that DH is looking for to fix it.
it's two separate reports. the first reported behavior is what would happen if the other player 'beat' you from their perspective while on your end the game was still going. they would just stand there, at that point, doing nothing.Originally Posted by SkyTurnsRed
I'm not trying to be "that person" but I don't think this is the same issue. There are inputs from the other player and they only fought one time.
edit: beaten
both players seeing a victory screen is something that can happen with the desync, as locally each player is inputting buttons based on where their game *thinks* the other player is. so both remote players are doing things that don't make sense, like kicking at an opponent further away, or trying to wind up for a power move when the local player is close enough to break the wind up or not in a stunned state etc.
when desync happens, it becomes much more likely that the local player will win, leading to BOTH players winning.
If you watch closely, in the video, there are many instances of each of the opposing player characters completely missing certain moves, indicating that while character location/proximity is not be correctly transmitted, certain move inputs are. It is most obvious around the time the second match starts, as glacius is throwing projectiles and divekicks, but sadira's position is different in either circumstance, resulting is completely different outcomes. The moves do chance to connect because of their reach. The inputs are the same in both instances, however. This is a step above one person 'standing still', and is perhaps a unique permutation of this issue.Saw that the OP and thread title were modified based on the above post, but the video that was posted represents neither:
1. The opposing player appearing to not do anything.
2. Both players seeing a victory screen.
So... How is that post relevant to the video that was posted in the OP? It doesn't debunk that AI takes over during desynch, and that the match is completely different at times on both ends.
But to assume that the game has deceptively smooth net code because AI takes over in most online or multiplayer matches is a fallacious presumption.
Seems like something that could be very easily prove/disproved if two people on here capture their games together, but we're seemingly stuck at a stalemate and arguing about one video that may or may not be legit or entirely accurate...Originally Posted by NinjaCatfish
Wow, I think I had that exact thing happen to me. My game would freeze up while my buddy would be celebrating his win over voice chat, it happened maybe twice in our hour or so of matches.
If you watch closely there are parts where the inputs are not the same, and where on one side you see satire perform an aerial dash kick while in the other end she just jump kicks in place.But to assume that the game has deceptively smooth net code because AI takes over in most online or multiplayer matches is a fallacious presumption.
It's fallacious to presume there isn't something going on as well. The only proof that we have now is the video, which shows this. Updating the OP and saying "not really" with a bug report that doesn't even match everything that is happening in the video isn't right either.
Originally Posted by Miles Quaritch
So...did anyone bother capturing any footage to see how often it happens? I mean there's someone on this page claiming it happened to him/her twice in the space of an hour...
Seems like something that could be very easily prove/disproved if two people on here capture their games together, but we're seemingly stuck at a stalemate and arguing about one video that may or may not be legit or entirely accurate...
if i play any fighter online and record the match, and the person i'm playing also records the match, we would expect the footage to be near identical.
so wtf happened here?
posted this the other pagethere you go, me against perfect legend
http://www.twitch.tv/perfectlegend/b/483791655 (01:16:00)
https://skydrive.live.com/redir?resi...C2DC740B%21108
1:1
if people need more i'll record tonight
@but yeah, let's blow stuff out of proportion as usual
There are definitely replay issues though (where matches will play differently from what's remembered), but that's a separate issue.
I think it's worth asking how far are you playing from PL? Even if KI is having de-sync issues, I don't think it's be a problem is the connection is good and/or if you're playing close by your opponent. If the netcode is indeed good, then it'd be less of a problem.there you go, me against perfect legend
if people need more i'll record tonight
I think it's worth asking how far are you playing from PL? Even if KI is having de-sync issues, I don't think it's be a problem is the connection is good and/or if you're playing close by your opponent. If the netcode is indeed good, then it'd be less of a problem.
i'm in Italy, he's in Ohio and working flowlessly :)
Given the size and relative experience of online modes for the developer, plus the fact that this is a relatively new (lack of a decade or more battle tested code some other games are running on), this was bound to happen. But it's also very fixable.Originally Posted by Ploid 3.0
H o l y crap! Omg, mind blown. What if all the times I lost in UMVC3 was because of sync issues!! I'll never look at fighting games online the same again (kidding). KI seem to have a huge issue ,wow.
Hold up--Now, we really no idea what is and is not being transmitted between the players, and how certain inputs will result in completely different moves based upon the proximity of the other character (certain mids and highs will result in completely different outcomes if the opponent is within close or medium reach, for example. In your example, sadira does do a 'kick' in both scenarios, but in only one of them is she in the air, meaning the jump likely was not registered or interrupted by glacius for the opposing console. The attack input data was transmitted, but position and momentum was not.If you watch closely there are parts where the inputs are not the same, and where on one side you see satire perform an aerial dash kick while in the other end she just jump kicks in place.
Also, certain button presses will yield 'strong' attacks if held down long enough, but the initial input may be light or mid). A good example is from 1:33 on, watch as gracious does two of the exact same moves in both videos (projectile and air kick), despite the new round starting seconds apart. It quickly plays out differently on either end, however, due to the lack of common character proximity.
To be brutally honest, Ki has some fairly basic 'dial a combo' gameplay, so a flurry of inputs may still result in a playable match, akin to button mashing. It's not a stretch to see two very different scenarios playing out for each player as result.
The bug report DOES reflect what is at the core of the problem in the video--inputs ARE being transmitted at different times due to lag in the code. It's a simple issue that is being turned into a bit of a conspiracy, and let's be honest, it is too early on a Monday for such silliness.
The title does reflect the problem: they aren't 'in synch'. Get it? No?It's fallacious to presume there isn't something going on as well. The only proof that we have now is the video, which shows this. Updating the OP and saying "not really" with a bug report that doesn't even match everything that is happening in the video isn't right either.
The error report does relate to what is occurring in the video, because it describes two scenarios which desynchronization are mentioned. That appears to be at the root of what is going on here.
Neither of these appear to be what is occuring in the video.This is from the Double Helix forums in the Killer Intsinct Bug Reporting Thread.
MULTIPLAYER DESYNCHRONIZATION:
User States: It seems like players in an exhibition match will desynchronize after a certain amount of rematches. The opposing player from either side will appear to not do anything and once the round is finished the lobby will close.
User States: Desynch is causing both players to see a victory screen from they're perspective. Thus, giving the illusion to a player that he won the match.
This bug report demonstrates two issues, the one most relevant being the bottom/second one. If the video had not cut out with sadira frozen in her shadow move, she would've seen a victory screen, just like glacius. It is not exactly what we are seeing, but it does bring to light the desynchronization issue that is at the core of the problem.Neither of these appear to be what is occuring in the video.
The big issue, and what people should worry about, is how common this occurrence actually is.
Because the motions she required for her airdash kick were only to work with the combo she was doing, which was disrupted by glaciusIf you watch closely there are parts where the inputs are not the same, and where on one side you see satire perform an aerial dash kick while in the other end she just jump kicks in place.
It's fallacious to presume there isn't something going on as well. The only proof that we have now is the video, which shows this. Updating the OP and saying "not really" with a bug report that doesn't even match everything that is happening in the video isn't right either.
Usually if something weird happens with the netcode/connection, the game drops and returns to menu.
Also, replay mode has a ton of bugs currently. High chance that could be pulling incorrect data, as sometimes I'll watch a replay and rewatch it later to different events happening.
That could be the problem. One of the matches in the video is of a replay so that can be a source of inconsistency.Originally Posted by LeMaximilian
Over 350 online matches. Never run into anything like this.
Usually if something weird happens with the netcode/connection, the game drops and returns to menu.
Also, replay mode has a ton of bugs currently. High chance that could be pulling incorrect data, as sometimes I'll watch a replay and rewatch it later to different events happening.
Someone should record a match with the Xbone "Record That" function and compare it with an in-game replay of the same match.
I'll give it a try when i get off workThat could be the problem. One of the matches in the video is of a replay so that can be a source of inconsistency.
Someone should record a match with the Xbone "Record That" function and compare it with an in-game replay of the same match.
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