Titanman_88
Adamantium Addiction
Laggy scrubs exposed
It's their own in house build..."the model we are moving towards is similar in function to GGPO"...
I would be prudent, there's something weird right there.
Here I hope NRS new rollback netcode works at least as good as those from Tekken or Virtua Fighter. The Beta will tell I guess.It's their own in house build
SFV is doing the exact same and their Rollback is really good from my time playing
This is a bit mis-informative as it makes it seem that only one form of netcode has input delay, while the other (rollback) does not.MKX's current online play utilizes a method of showing latency called input delay.
..."the model we are moving towards is similar in function to GGPO"...
I would be prudent, there's something weird right there.
It still means that they're using rollback. SFxT, KI and SFV also don't use GGPO but another means of rollback and they're great. GGPO is just a point of reference in order to make it easier for people who are unfamiliar to rollback netcode understand what it is.Everyone needs to remember this is NOT GGPO netcode.
It's a FORM of GGPO created by netherrealms to produce the same results as GGPO.
Lag will still be lag, although it will be less in the feel and more in the visual
It still means that they're using rollback. SFxT, KI and SFV also don't use GGPO but another means of rollback and they're great. GGPO is just a point of reference in order to make it easier for people who are unfamiliar to rollback netcode understand what it is.
Taken from a series of tweets I put out, this was just a fairly barebones explanation of what exactly is going on with the Enhanced Online update and what it actually means. I know some people are questioning the legitimacy of the change on here, and are generally misinformed on the subject. Just a little education for you. Check it out:
MKX's current online play utilizes a method of showing latency called input delay. This simply means that your commands get delayed according to your connection to your opponent. This creates massive issues in general play such as confirming and landing combos, and reacting to situations within the game properly. It is a huge problem for playing any online game, and makes the experience unpleasant.
What the Enhanced Online is doing is introducing a new method to display your latency within the game, known as rollbacks. The PC app, Good Game Peace Out, or GGPO for short, was created utilizing rollbacks, and popularized the concept. What it does is reads your inputs, game, constantly using savestates to "roll back" the game in order to solve any desynchronization between two players. What this does is allows your inputs to come out at a consistently low response rate, as low as your inputs would offline. The side effect, however, is that whenever the connection gets sketchy, the game does a lot of major rolling back, creating jumps and skips within the gameplay, even removing victories on your screen. While this is all jarring, in a good connection, this will never happen.
The reason why this is a great change is so that playing online doesn't feel like underwater, even on a connection that shouldn't feel like such. Bad connections won't feel any better than variable input delay.
TL;DR - MKX online, if done right, will be WORLDS better than it currently is.
Nothing personal mate. :-PI just wanna live in a world where I can punish kano ball rolls and Lao spins.
Gotta stay sharp. Hahaha!me 2
Did someone mentioned Sharp?Gotta stay sharp. Hahaha!
As consistent as they can be offline, that's itConsistent AAs.
Consistent punishes.
Consistent bnbs.
Hahaha! Not sure why i laughed so hard. This is my dude.Gotta stay dead. Hahaha!