I've spoken to every single person I've fought online do far, or heard their home background noise.
So either this isn't common or MS has some next level AI going on in the cloud.
I've spoken to every single person I've fought online do far, or heard their home background noise.
So either this isn't common or MS has some next level AI going on in the cloud.
I've spoken to every single person I've fought online do far, or heard their home background noise.
So either this isn't common or MS has some next level AI going on in the cloud.
could it be that you're still connected to them via voice, but its not them you're playing against.?
That makes no sense. Or am I missing something?
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.
Gotta love how this single video wich is the only time the problem was reported totally nullifies all the other good things people said about the netcode, but happy youI remember seeing that, hilarious.
Double helix effed up, they got some explainin to do.
Why is this bad? Everybody wins on their end, seems like a good thing?
Historically that's how the first warcraft multiplayer ever wentSo that's the same match between the same people, yet it plays out completely differently on each side?
The first-ever multiplayer game of Warcraft was a crushing victory, an abject defeat, and a tie, all at once. Wait, how is that possible? Well, therein lies a tale.
Well no, the whole point of rollback is the match will play out the same in the end because of the constant input revisions. If the matches end up different then that's not a correct rollback implementation. And even GGPO, which is notably permissive regarding desyncs, won't let them happen for more than 20 frames. Whatever they did here, they trid to be clever to increase their lag window beyond what has been tested to be reasonable, thus the results.It's just Desync from rollback netcode. It happens once in a blue moon if the connection is bad between the players. It has happened in 3rd Strike, DS and it will happen again in future titles using rollback netcode. It's not some massive controversy. The video is just an extreme example of it happening.
That's some pretty damning evidence. Did the top player receive a loss or lose connection at the end?
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?
It's just Desync from rollback netcode. It happens once in a blue moon if the connection is bad between the players. It has happened in 3rd Strike, DS and it will happen again in future titles using rollback netcode. It's not some massive controversy. The video is just an extreme example of it happening.
You're not directly fighting people; you're against their "fightars".
You got all that from this one instance?It looks to me like there's no actual agreed upon game state, each player's Xbone runs their own instance of the match and just sends the inputs to the other guy's instance of the match. That's actually pretty ingenious, but it only works if you can guarantee <5ms of latency (for a fighter). I think this only really happens if you get a hard desync though (no communication whatsoever), instability would probably use GGPO (I'm not sure if Killer Instinct uses GGPO, but I would design it that way).
For example, if the latency was 50ms to the other guy, I could input a PPK combo which would happen immediately on my instance of the match BUT it would happen 50ms later on the other guy's instance of the match as a result of traveling through the internet, and it just so happens that within that 50ms delay that the other guy started blocking. This means on my instance of the game I'm doing a combo on my opponent because I opened him up with my PPK, but on the other guy's instance of the game he blocked my PPK and is now punishing me in his game, and the individual game states will start diverging wildly from then on. This isn't really much of a problem for low-skill games as the speed of inputs and reactions is slow enough that it's very likely both instances will come to the same conclusion of the game state, but for pros where 10 commands are being inputted per second the chances of one slipping into the latency gap is likely.
tldr the two consoles don't have an agreed upon game state, they just assume they are by replicating the inputs each player sends into the instance of the match of the other player, delays and all.
It looks to me like there's no actual agreed upon game state, each player's Xbone runs their own instance of the match and just sends the inputs to the other guy's instance of the match. That's actually pretty ingenious, but it only works if you can guarantee <5ms of latency (for a fighter). I think this only really happens if you get a hard desync though (no communication whatsoever), instability would probably use GGPO (I'm not sure if Killer Instinct uses GGPO, but I would design it that way).
For example, if the latency was 50ms to the other guy, I could input a PPK combo which would happen immediately on my instance of the match BUT it would happen 50ms later on the other guy's instance of the match as a result of traveling through the internet, and it just so happens that within that 50ms delay that the other guy started blocking. This means on my instance of the game I'm doing a combo on my opponent because I opened him up with my PPK, but on the other guy's instance of the game he blocked my PPK and is now punishing me in his game, and the individual game states will start diverging wildly from then on. This isn't really much of a problem for low-skill games as the speed of inputs and reactions is slow enough that it's very likely both instances will come to the same conclusion of the game state, but for pros where 10 commands are being inputted per second the chances of one slipping into the latency gap is likely.
tldr the two consoles don't have an agreed upon game state, they just assume they are by replicating the inputs each player sends into the instance of the match of the other player, delays and all.
Let's not forget the possibility this was flat out faked too.
Let's not forget the possibility this was flat out faked too.
Yes, that's approximately how netplay should work, apart from the comment about latency.It looks to me like there's no actual agreed upon game state, each player's Xbone runs their own instance of the match and just sends the inputs to the other guy's instance of the match. That's actually pretty ingenious, but it only works if you can guarantee <5ms of latency (for a fighter).