Soul Calibur V + GGPO Netcode – The Petition

The guys over at 8wayrun have started a petition to encourage the team behind Soul Calibur V to implement GGPO netcode. If you are looking for more details on this endeavor, check the thread. If you’d like to sign, head over to the facebook page.

Namco is already known to be using GGPO in the arcade only 3D Dragon Ball fighting game. Convincing them to use it in SCV would be a win all around.

  • Gorehound

    Awesome!

    Awesome to the Max!

    • The Phantomnaut

      Boneitis.

      • Gorehound

        Don’t you worry about blank, let me worry about blank!

        • LitoJ

          My only regret is that…I have boneitis

          • Taiganost

            I love each and every one of you.

  • Syxx573

    GGPO is that old shit

    Get GGPO2 up in that bitch.

  • Kalyx triaD

    New Fighting Game To-Do List:

    - Criticize teaser trailer.
    - Review game based on gameplay debut trailer.
    - Petition for GGPO.
    - Threaten boycott if ______ isn’t in roster.
    - Demand it plays like _______.
    - Demand it doesn’t play like ________.

    • pressstart

      Win

    • xStingy

      Pretty much.

  • Deadds

    The only people than want this are the ones that have no idea why it works for them.

    Anyone with a 60+ ping to the other player will still experience lag and even worse, random roll-backs throughout the match.

    Ignorance sure is bliss.

    • Amr3D

      i played great games with ppl that has over 200 ping
      ignorance for sure is a bliss
      ur statement is completly wrong

  • Windsagio

    Short version:

    1) You’re not gonna get PC pings on a console, rollback really decays badly when pings get over 30-40.

    2) With modern 3d engines, it really really is more than just sending the inputs. Because of the way physics work, it has to send and sync positional information.

    3) Decision’s probably already made/online petitions are useless. (take your pick)

    • Rabbit360

      #3.2 for truth.

  • Diernes

    For fuck sakes, yeah GGPO is not perfect, but it’s infinitely better than any other solution we currently have, STFU, end of argument.

    But if SC is anything like Tekken, the developers have already said tekken has to ship at least 5x more information than any other fighting game, and they have looked into GGPO and it may not be feasible.

    Still this shit should be highest priority of all fighting game developers at this point.

  • Diernes

    oh, and Ill take a few random roll backs ANYDAY over fucking input delay….

    • Windsagio

      You can’t have suffered bad rollbacks then, its something truly brutal.

      Especially in a game like soulcalibur, where positioning is key, and precisely timed links are not. In that case a rollback is substanially worse than input delay.

      • jedpossum

        Positioning is key in First Person Shooters yet companies don’t use input lag on them. Even on Tribes which requires way more physics and state changes then any fighting game so far it doesn’t use Input delay same could be said on any genre that requires a shit ton of physics like Forza and Gran Turismo .

  • xShonuffx

    GGPO for Soul Calibur is NOT GONNA WORK.

    It does’nt work well like it does 2D fighters it’s just, no, NO. Sorry.

    Im for it for 3rd Strike and stuff but not SCV.

    The last thing I need is characters like Astroth or Nightmare teleporting behind me because of a hiccup.

  • TS

    There are no 3d games which have actually been released that use GGPO’s netcode, so saying that it doesn’t work for 3D games is…silly.

    Deadds- I’ve had good matches with people from Japan (180+ ping). To say that you need ping under 60 for GGPO to work is absolutely counter to my experience.

    • Shwaffles

      Real talk right here… I’ve spectated KoF2k2 matches on GGPO with players from Taiwan, S. Korea, S. America, and China who have 250+ ping and with 15+ other spectators with very little to no lag.

  • Windsagio

    I realize I’m coming at this the wrong way lol.

    Everybody hopes that ggpo works for a game, and that it works as advertised.

    The trick will be when Namco almost inevitably says it won’t work for technical reasons, and people accuse them of lying and intentionally making a bad game, that’s a different issue.

  • Coth_X

    There are actually people arguing for input delay in SCV?

    Did you play online SCIV? Go rent it and try it, you will return the game within the hour.

    Rollback code may have its own issues, particularly the rollback part. However, that’s better than losing to BBBBBBBBBBBBBBBB, because your moves have 25 frames of input delay, and the opponent started mashing before announcer said go.

    People said tekken’s patch made it playable, if they actually do that for SCV okay that’s fine. If it turns out like IV. I probably won’t touch it considering most of my playtime has to be online.

  • WINBACK

    I can’t believe “please make sure it has good online play” is a priority over “please make sure it doesn’t play like a watered-down, scrubtastic piece of shit that’s further away from the much loved SC2 style.”

    No wonder fighting games are totally fucked.

    • Amr3D

      priority
      1st : GGPO perfect online netcode play
      2nd : gameplay engine of SC2
      and the reason is , if they made a game that sux like SCIV u still gonna play it for a while online
      if the make a great game like SC2 but without good online, then all u r gonna do is playing the offline content and finishing it in about a week or so then drop the game

      good online play gurantees the game will last longer even if it sux

  • Vorkosigan

    Capcom said GGPO netcode cant’ work for 3D

    Capcom is always right.

    Therefore, GGPO netcode for SC5 is impossible and will never happen.

    /article

    • Windsagio

      do you care to make a little informal wager?

  • alvare

    So now I gotta actually ASK them to do things right for their own business?

  • Windsagio

    Well, that’s the whole thing, isn’t it? People presuming they know better than the developers :p

  • fujichan327

    why when any game is announced srk pushes the shit out of cannons netcode

  • JELIFISH19

    You can compensate for input lag.but you can’t do anything about rollbacks. Input lag is more fair in fighting games because rollbacks are random. It can either work for or against you. Input lag affects both players. Rollback is simply harder to detect in a FPS because you can’t see their health and they’re not affected by what you do. If you shoot them, nothing happens except their health goes down but you can’t see that. In a fighting game, you can see the health as well as the displacement when you hit them. A rollback is really obvious.in a fighting game and it affects the players more. If you do a move and you spaced it correctly, you know the possibilities of what comes next because they’re in blockstun or hitstun. If the game hiccups, something that shouldn’t happen may happen and that could lead to a loss. That’s why fighting games use input delay over rollback. Rollback can result in random losses. It happens all the time in shooters except it’s much harder to detect and know what actually happened.

  • Good Game Player

    that arcade DBZ game is 3d and had ggpo netcode. as far as i know it worked fine.

  • Shinkada

    I say we just get rid of online all together. It’s the reason the MvC3 community is so full of scrubs who think Phoenix is broken, and why half the BB userbase thinks Tager is overpowered. It’s only as good practice as hard mode CPU – which is to say, not good practice at all – and pretty much the only good thing to ever come out of online fighters is Excellent Adventures.

  • b15k3

    The problem is if you’re incorporating rollback netcode in a 3d fighting game it really sounds like it needs to be something decided early in the games development. SC5 is going to be reusing assets from 4, at least as far as the engine goes and stuff like that, so it’s pretty much an impossibility.

    Namco Bandai is using GGPO in their new DBZ arcade game, but it was developed from the ground up with online play as a key to the game. Good looking 3d games with rollback netcode are possible if that’s taken into account.

    SC4 sold pretty well with trash netcode. Tekken 6 sold pretty well with trash netcode. SC has a pretty big casual fanbase that’re going to enjoy the game because they can make a custom character look like MGS Snake and mash away. Good online is not likely their highest priority, especially if it requires reworking aspects of the games engine from scratch. =/

    • Amr3D

      Hope that isnt true
      if so
      then Namco should also take blame for not making new SC5 as online game from begining like they did with DBZ

  • Ironreaver7

    ummm does anyone not remember what Ponder said on the podcast when a game company decides to make a game and start the process that kinda stuff is already decided at that level, so 2 yrs ago probably or a year ago it was decided on netcode and if it wasnt GGPO then…well its a good chance that it probably wont be there now, Ponder explained its not just somethiing u can throw in during the middle the game being built from the groound up has to already be developed around that engine and netcode to work properly. unless a Developer puts a petition out we prolly shouldnt make our own, although this will maybe get Namco to consider it in the future so its not totally pointless…just for SC5 coz its already in development

  • archalien

    This has already been covered exhaustively…. GGPO WILL NOT WORK in modern day fighters period, there is too much processing that needs to be done during any roll back situation that makes the algorithm a horrible fit for sf, tekken or SC. google it.

    • Missing Person

      So basically, you have read or listened to NOTHING Ponder has to say on this matter, you know, the creator of GGPO, and are saying because a bunch of people in FGD (With no CS background, mind you) say it will not work in modern fighters, that’s the truth.

      Nice.

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