affiliatesgasil.blogg.se

Japanese guilty gear player adding a frame of delay
Japanese guilty gear player adding a frame of delay











japanese guilty gear player adding a frame of delay

But delaying the input of each player, even by a small amount, completely changes how the game plays and feels. Both players stay in sync with each other, an important thing when so much vital information lives in each frame. This means the game delays both players’ inputs by a few frames (or sixtieths of a second in most cases, if that makes more sense) to keep the game running smoothly. Most modern fighting games use delay-based netcode when players face each other online, in order to compensate for the inherent and unavoidable lag time involved in transmitting data between two players who are miles apart. The fading status quo: delay-based netcode Why is this such a big deal? Well, that may take a little bit of explaining, but in the process you may learn a little more about how online fighting games work, and that’s helpful knowledge in general. The only thing that’s going to change this state of affairs is fans demanding that something be done, while voting with their dollars for games that do so. This backward approach to netcode is a story that repeats itself with nearly every new fighting game out of Japan. While Granblue Fantasy Versus is on the bleeding edge of 3D animation, it’s stuck far in the past when it comes to network code. NetherRealm Studios ( Mortal Kombat) and Capcom ( Street Fighter ) have both finally embraced superior netcode, and even the smallest indie games - including jokey stuff like meme fighter Fight of Animals - have gotten great results with updated technology.īut genre leaders like SNK and Arc System Works - along with other developers and publishers, mostly located in Japan - haven’t changed much about their online play over the years, even as they’ve pumped out exciting new games. Online fighting games deserve a lot better. It’s hard to get motivated to try my best when I can’t trust that my own movements will be accurately reflected on screen.

japanese guilty gear player adding a frame of delay

Unpredictable bursts of heavy lag make the formerly razor-sharp action dull, slow, and unsatisfying. I’d like to be able to play Samurai Shodown against strong competition online as well as against my friends locally, but the netcode is so bad - worse than any other fighting game I can think of - that I quickly give up.













Japanese guilty gear player adding a frame of delay