Petition to get Soul Calibur V on GGPO

Yes, let's please stay on topic here. This isn't a discussion of which netcode we want. We obviously want the best netcode for our fighting game, and right now that is unquestionably GGPO. If you don't know this in your own experience, please take our word for it.
 
Supported. GGPO can work with 3D fighters and isn't any more taxing that any other netcode. It uses a unique prediction model to eliminate things that cannot happen to streamline the code.

Welcome back!
 
Supported. GGPO can work with 3D fighters and isn't any more taxing that any other netcode. It uses a unique prediction model to eliminate things that cannot happen to streamline the code.

can you, perhaps, briefly explain what was used in SC4 and also VF5, and why/how GGPO could potentially greatly reduce lag from the netcode of SC4 and emulate VF5 online play? i ask because much of what i hear is that VF5 had equal if not superior netcode to GGPO. we all know that SC4 netcode was terrible, but we don't really know why, or what GGPO will do to make it different.

this question is not directed specifically at you, but to anyone who feels they may have answers. i think it is best if we can build the strongest case possible for why this is, without a doubt, something that will benefit SC5. this thread should be a place to not only hype the idea of SC5+GGPO, but to consider the alternatives and make it clear to supporters exactly why they are signing off on this.

to anyone who can answer these difficult questions for me; *pre-emptive high five* you rock.

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lobo:
Without violating multiple NDAs I cannot. I will say:
1. 3D and 2D both transmit the same rate and volume, being 3D doesn't some how make the volume more, especially since you're mostly sending position + input related data. Visuals and other bullshit is all handled on the client side.
2. GGPO is known to work in a prediction model; thus, if from B only B is possible, then the system would know to expect B or nothing (as a rough example). If a prediction model is used, the game can proceed smoothly even when lagging until the expectation and prediction mis-match, in which case GGPO rolls backward to a point in which they matched. This is mostly packet loss issues.
3. GGPO is used in our arcade DBKai game, which is 3D and also 4 players (thus, double the volume of 1v1).

I don't know anything about VF5's netcode, can't comment. I know I've played with GGPO working flawless out to 200+ ping. I'd be shocked if the VF code does that. If it did, I'd think you'd have heard more about it or in the least Sega would have put it in their arcade version (since VF5 is dead here).
 
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