andrerobot
Member
I though online play was P2P. If that's the case he didn't work on the netcode, but probably on matchmaking and stuff like that.
I though online play was P2P. If that's the case he didn't work on the netcode, but probably on matchmaking and stuff like that.
Yeah, it's not even a top five among Capcom-developed fighting games. Obviously almost all of those GGPO, but still, it's not like SF5 couldn't have done the same.Haha, wow. It's not even remotely close, but for a 1-man job, it's impressive.
Makes you wonder what the budget was....
Or how much Sony helped.
Haha, wow. It's not even remotely close, but for a 1-man job, it's impressive.
Capcom saving that Sony cash for a rainy day.
Netcode was allegedly ripped from SFxT, this one dude is the reason you spend 1 hour in lobby to play 4 games.
Ay man, DMC5 ain't gonna pay for itself.Capcom saving that Sony cash for a rainy day.
Capcom saving that Sony cash for a rainy day.
That poor son of a bitch.
Enough to make it console exclusive so it must be a considerable amount.Or how much Sony helped.
My thoughts exactly. Luckily for me I have a large amount of flawless matches, but the 1 out of 20 that sucks, sucks hard. Like unplayable hard.When it works it's great. When you're the recipient of someone elses induced lag and the rollback is severe, it makes you want to just put the stick down because there's literally no point. And chances are, the culprit is playing as if it were smooth as butter.
Enough to make it console exclusive so it must be a considerable amount.
Edit: if we're talking about financial help, I doubt Sony helped much at all with the software development side of things.
Why the outrage?
One programmer should be more than enough to write the netcode.
Yep, lots of people in this thread showing they don't know much about developement and what this job entices.Why the outrage?
One programmer should be more than enough to write the netcode.
Because SF5's netcode, matchmaking and servers aren't that good. On top of that, they had 4 and a half beta periods and it's still wonky. The half being the initial beta they had to delay because it simply didn't work.
Why the outrage?
One programmer should be more than enough to write the netcode.
Or how much Sony helped.
As far as I know Mike Z worked on Skullgirls and is active in forums explaining and talking about netcode in SF V threads in reddit and eventhubs and pretty much is an expert in this but I don't know if he did it mostly by himself for Skullgirls.
I'm honestly impressed because server issues and lack of multi-fight lobbies are far bigger issues as far as I'm concerned. The netcode has been pretty good overall and this is compared to Skullgirls' stellar netcode (also mostly handled by Mike Z alone as well iirc).
I think the core Lab Zero team was eight people, but there were dozens of contracted people for the art. Mike Z did programming for just about every aspect of SG, but the netcode was nearly all him iirc. They had someone else who did a lot of work on the multi-fight lobbies, though.
Makes the exclusivity look like kind of a joke in hindsight.
...And because people have been falling over themselves right up to release to praise Capcom for not doing full priced disc-based "Super" updates anymore for this game, Paul probably won't be getting the chance to do any big overhauls to the netcode either to shorten load times, reduce the (imo indefensible) input lag and spruce up the menus. Unless they really plan on doing such big updates as free updates, which I highly doubt going by what this game's budget seems to have been and by its struggle to meet sales goals.
Games as service -> games in need of service but not getting it -> nobody wins...
That's too many servers