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Killnetic

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Everything posted by Killnetic

  1. Don't use 236P in neutral game vs zoners and fast movers like chipp. Shotgun is terrifying for low HP chars and has serious frame adv/quick startups/huge level fast moving moves. Learn to stay on the ground outside of tech traps. Occasional jD -> 236p(air) when you know it will be blocked is fine. Finally, be sure to pop bottles. You can't pop bottles when you are in the air. Look at framedata (http://www.dustloop.com/wiki/index.php?title=Chipp_Frame_Data_%28GGXRD%29) One might come to the conclusion that a whiffed beta blade is bad news. Always check meter for safe RC cancelling. Bait accordingly.
  2. I play regularly, most won't continue to play with me though (usually skill level disparity) and I have an old local scene that I do online with for a majority of the time. If you want to VS me, msg me on PSN and we can work out the specifics then. You can see if I am playing from my stream which I *usually* run when playing at twitch.tv/killnetic
  3. That is probably packet loss you are witnessing.
  4. Alright, I have my gear again and will be playing online daily. I should be District 7B Southwest #5 or #1 at 9pm for at least 15 minutes if nobody shows. I'm down for other specified times if you want to get some game. My main is Elphelt so if you want to practice that matchup, you should stop by.
  5. Fortunately, nobody has a domain name associated with their IP address. This is why Domain Name Servers have zero impact on your ability to play a peer to peer game outside of talking to PSN for matchmaking. Blocked ports do, however. Configuring a max MTU on your game console as a smaller size than your in-between hardware will not result in fragmented packets.
  6. A couple other majorly important factors for getting the best internet experience in anything. Properly configured MTU While a large portion of you are going to be fine with your hardware default configurations, there are still some of you who will be running with your MTU set too high. The TLDR on what happens is you will be fragmenting your packets and it can impact your throughput by a significant amount. To find your optimal MTU size in windows open the cmd prompt and execute the following command > ping -l 1500 www.google.com If you get output that says 'Packet needs to be fragmented' then it means that your connection doesn't support a MTU of 1500 or higher. You need to step it down and try again until you find the maximum MTU size that doesn't require fragmenting. More here http://www.dslreports.com/tweaks/MTU Finally, you need to go to your router configuration and set your max MTU to the highest MTU that doesn't require fragmentation. Alternatively if you only care about your console, you can actually set the MTU size in the playstation custom internet configuration settings. This means the playstation won't transmit packets larger than the max MTU you found. Modem quality The modem your ISP gave you is most likely a dirt cheap refurb which may be notorious for poor signal stability or whatever else ails modems. I haven't read up on the latest cable hardware in a long time since I am on a fiber optic connection but a while back, motorola surfboards were all the rage. I suggest doing some research and considering buying your own modem after you confirm with your ISP that they will support the specific model you are interested in. Some ISPs actually charge you monthly to rent your current lame modem. You might actually pay off your own purchased modem from the saved costs on your bill. Router quality You most likely don't have a good router. I really should put this up as the #1 offending issue but it costs money. If you are experiencing any poor internet performance, always remove your router from the equation and plug straight into your modem to rule out your router. The primary tests I know of for judging your router's capability is: - http://www.speedtest.net/ for testing throughput stability and capacity - http://www.pingtest.net/ for identifying packet loss (super bad) and packet delivery fluctuation/ jitter - http://www.smallnetbuilder.com/tools/charts/router/view for picking out a <good> router Line quality This one is pretty technical unfortunately. For cable modems, you must go into the modem's control panel (not the router's) and compare your line signal to noise ratios, types of bound channels and more. Most of this stuff is something that an ISP technician can work on or understand. You can absolutely find peer support on http://www.dslreports.com/forums/all . If you call phone support for your ISP and ask them about QAMs or SNR, you will probably be talking to people who don't understand any of it. Your best bet if you actually do your research and need help is to escalate your phone support call to a tech who gets it. Good luck with this one, a lot of multi-home or apartment complexes will have a small internet hub dedicated to the whole complex and they can get pretty shoddy due to lack of maintenance. Your neighbors probably don't know squat about the internet and just deal with it when there is poor service. Real talk about wireless If you are on wireless and your game uses UDP, you are going to be dropping outgoing and incoming packets. The UDP protocol inherently implies that the packets transmitted do not need to always reach their recipient. Unless explicitly designed to account for packet loss, you will have a bad time in a fighting game based off of UDP. That weird hiccup you notice that feels like it is eating your inputs? You got it, it is packet loss. Don't even bother with netplay if you have it, I certainly won't play another round with anybody who has it. Good luck and happy fragging.
  7. I have a similar issue. DLC colors, elphelt and leo aren't showing up for me. In fact if I go to the store from the Xrd in-game menu, there is no DLC shown for the game. I have an imported JP copy. This would be a sony related issue, call or email them.
  8. Don't forget people have TFT panels that have plenty of frame delay as is. Unless you bothered to research your panel before you bought it, big chance you have a shit one. http://www.tftcentral.co.uk/ There is absolutely no reason to post a video showing your perceived frame delay without including your panel's make/model/sn
  9. JP import or EN? Make sure you download the color pack from the PSN store.
  10. I have both PS4 and PS3 versions. Obvious differences for PS4 over PS3 is higher base resolution @ 1080p, no render size reduction during high-sfx situations. There appears to be more bloom in PS4, not much as far as antialiasing goes, probably just FXAA which I would rather just not be used at all. The hard edge/black outline shaders have the same aliasing as in the PS3 version. It is not really a big IQ bump over the PS3 version unless you are terribly offput by the render target upscaling during high sfx parts of the game. My Sharp Aquos has a gentle resize filter even in game mode that makes the PS3 version look fine even when it is running in the reduced size render target mode. In the unreal engine, the input thread operates separately from the game update thread. Depending on how they coded input interpretations, there should be no reason for dropped inputs in UE3 or 4. If there is, they can fix it. If they can't then they need to hire a dev that has their head on their shoulders. IMO the game looks great in both versions.
  11. Saw my first 1F delay match today on PS4, seemed great. I won't be playing almost any for the next 4 weeks until I can switch over to the TE2 from dpad. Dpad is pretty miserable.
  12. JP version has the 1.02 patch, EN doesn't yet. It probably is causing issues.
  13. The JP version got a patch around the time Leo showed up. I am referring to that patch. I have no idea if EN gets that patch today.
  14. Alright, I can confirm that JP Xrd <-> NA Xrd is a problem for me and a friend on PS3. He gets 2F, says it feels and plays like 2F and I am stuck at 6F and it absolutely feels like 6F. It wouldn't surprise me if people who are normally 4F are getting stuck with the cap which appears to be 12F and also are on the Leo patched JP version. I did get a patch when Leo came out and I do have the new player match custom room invite key which is only available in the new JP Leo patch. My friend does not have this option so he does not have the patch. My suspicion at this point is that anybody who has the JP version of Xrd and has the JP Leo patch will experience very high frame delays in netplay versus the NA/EN pre-Leo patch Xrd versions. The NA/EN version should get the Leo patch soon I think. It would be good if they required each player to be on the same patch version of the game before they could matchmake. Come to think of it, there are gameplay changes in the Leo patch but if the NA/EN players don't have it, they should experience a desync or other bad stuff if replicated. Anybody else able to confirm/deny? Edit* NA/EN content schedule/ patch tomorrow: http://www.aksysgames.com/2014/12/16/guilty-gear-xrd-sign-release-day-announcement/ Issues will probably be gone when NA/EN is patched up.
  15. The issue might be a game region problem, @kdillon did you import Japan's Xrd disc? I am using an imported copy. Going to test ps3 NA <-> JP in a few hours with somebody who I know what normal frame delay pre-patch is. Edit* more or less found that if you have the JP version and have the Leo patch, then you will have a bad time playing vs EN unpatched versions. The EN Leo patch is supposed to be out 12/23 according to Aksys. Hopefully frame delay calculation resolves itself with the patch. They need to version lock the multiplayer so people can't play vs others that don't have the same game balance changes...
  16. I have done TX <-> CA with ps3 JP (Xrd) <-> ps3 NA pre-patch with a solid 3F for many hours with a friend. I will test TX <-> CA with ps3 JP <-> ps3 NA post-patch today or tomorrow and report differences. Additionally I have a ps4 and am waiting on a copy of ps4 Xrd which I will use to do this same test possibly as early as next week and will of course report my findings. The conjecture centric posts here aren't really useful.
  17. I have 1 gig fiber and noticed that most displayed frame delays increased post patch. In general 4F feels like the pre-patch 2F and the occasional 6F that felt like trash are now showing up as 12F and feel the same. Maybe the patch fixed a bug with displaying frame delays or they bumped them? Either way, I haven't seen a 2F in the short while I was playing on the new patch. They were everywhere pre-patch. Playing on PS3. As far as people who have bad connections only and don't know why, make sure it isn't your home net configuration first. no wireless net connections proper MTU settings both WAN side on your router and on your PS3/4 (http://www.dslreports.com/tweaks/MTU) no packetloss / low ping fluctuation (http://www.pingtest.net/) solid throughput from your hardware, if the graph is bouncing all around that isn't good (http://www.speedtest.net/) other users not watching youtube, torrenting, netflix w/e I can't stress enough how important it is to have a properly configured MTU. Xrd and other fighting games (probably) have a tickrate of 60Hz. If your MTU is configured improperly and you are fragmenting your packets, important data could show up a whole frame later than it would if you had properly configured your settings. A majority of you are probably on Ethernet V2 which is usually the same as the default 1500 MTU configured on home routers but I have seen as low as 1228 and since I am on and optical connection, I am PPPoE which is 1492. My improperly configured MTU were cutting my speeds by roughly 30%.
  18. My preference is to avoid lobby room #1 due to the constant in and outers that will be attracted to a one off GG vs. experience. I vouch for #5 since it is the first non-beginner room. Basically if I don't see anybody join between 8:30 and 8:45 I will move on to play wherever or just D/C
  19. This is an app and not a responsive design webpage, why again?
  20. idk if I played anybody, ggs
  21. I'll be on each day this week for at least 15 mins at 8:30 in D7L5. Probably will scrub it up with elphelt a lot.
  22. So right now this thread really looks like "Xrd has frame dips that I have confirmed with my eyes, I won't mention what mode or level I saw it on but I swear I did". Don't forget that Xrd uses non-interpolated animations for some things and I could care less what you are experiencing on netplay since this is a thread about tournament standards.
  23. Yep ggs, 2F is pretty good. I will hit training mode some day, no clue when to use the new stuff.
  24. Close. I did mess up on my time per frame citation since it was off the top of my head. 1000/60 (ms in a second divided by frames in a second) is 16.66_ ms per frame. Frame delay is a precipitant of ping in Xrd, not a function of it. 4 frames is 66.66_ ms. Unless explicitly proven by fact, it is best to not assume there is a hidden frame delay value other than what is displayed on the screen. If speculating: best case scenario for netcode is actually half RTT due to being broadcast only with subtle rollbacks. In the case of 100 ms RTT/ping you need about 50 ms plus max delta (in recent time frame) of buffer time, so just barely over 3F delay assuming no ping jitter. At the moment I haven't had a chance to compare actual network RTT with Xrd's detected frame delay. Until somebody takes a large sample set of RTT data compared to Xrd frame delay, we will only be able to guess. Since the netcode looks roughly verbatim to BB, I would say it should be fine on release day when there are more people to test connections with. That said, the connection indicator is pretty poor as I have seen connection ratings at '4/max' with people I get 9F+ frame delay with. Important things to remember is a lot of people have no idea how much packet loss their connection has which ultimately is a big offender in fluctuating frame delays. I know a lot of people have their PS3/4 hooked up to their home wireless router and they really shouldn't. Wireless signal interference is common and causes poor connectivity. The netcode seriously is fine, it may not be perfect but variable frame delay is only an issue if you have variable pings.
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