What i've seen is really common in these games as someone who's been developing them recently is that fighting games like this don't take the standard First Person Shooter approach of network rollbacks. Having things where your client does something, and then it gets rolled-back is INCREDIBLY jarring in games that involve character position displacement. This is why lots of racing games just turn off collisions. The solution is to almost *entirely* offset the lag into input-lag. If you crank your ping up to 400 artificially, and then perform an ability, there is literally zero client emulation. You don't see your ability playback until ~half a second after your click. I've always found this style of development to be lazy, but this is what seems to be incredibly popular in the genre. The consistencies caused by this are just accepted as a fact of life, and are almost not noticeable in sub 100 ping environments. It's possible this team attempted something more complicated and robust only to realize the negatives make for bad pvp interactions.
and idc wha anyone says thers only like 40 characters on the rooster just cus transformed versions of characters have diff moves doesnt mean u can call it an entire new charecter cheapest game iv played in years
Bro i just played and all of my opponents had shit internet connection. I feel like 90% of the players in this game have shit internet💀💀💀 sometimes i get an opponent with S rank and see yellow color in connection quality, then no wonder he got to S rank while his opponents had to fight the lags😂
What i've seen is really common in these games as someone who's been developing them recently is that fighting games like this don't take the standard First Person Shooter approach of network rollbacks. Having things where your client does something, and then it gets rolled-back is INCREDIBLY jarring in games that involve character position displacement. This is why lots of racing games just turn off collisions. The solution is to almost *entirely* offset the lag into input-lag. If you crank your ping up to 400 artificially, and then perform an ability, there is literally zero client emulation. You don't see your ability playback until ~half a second after your click. I've always found this style of development to be lazy, but this is what seems to be incredibly popular in the genre. The consistencies caused by this are just accepted as a fact of life, and are almost not noticeable in sub 100 ping environments. It's possible this team attempted something more complicated and robust only to realize the negatives make for bad pvp interactions.
Thank you I myself know just a little bit no where close to your level but it's crazy how many people just don't think about this kinda stuff.
I played yesterday and I set the quality to 5 max, and there was still studdering and lax mid match
While I have an Ethernet connection
I still like SteedDoj's theory on them using Xenoverse II servers for Sparking Zero. Idk if that's how it works, but it would make sense.
I would make a theory they’re still using the servers from Naruto storm 2 back in the 360 generations lmaoo
and idc wha anyone says thers only like 40 characters on the rooster just cus transformed versions of characters have diff moves doesnt mean u can call it an entire new charecter cheapest game iv played in years
@mattschu5176 very true transformations are not all new characters the game don't really have 182 characters just my thoughts exactly
Bro i just played and all of my opponents had shit internet connection. I feel like 90% of the players in this game have shit internet💀💀💀 sometimes i get an opponent with S rank and see yellow color in connection quality, then no wonder he got to S rank while his opponents had to fight the lags😂
@rakhatunknown9695 yeah it's a problem I hope gets fixed but we will see