Dream Cancel Forum

King of Fighters XIII => General Discussion => Topic started by: nilcam on December 01, 2011, 07:05:57 AM

Title: Netcode testing
Post by: nilcam on December 01, 2011, 07:05:57 AM
Classic good news/bad news situation: We need to document as many different connections and games as necessary. What I need all of us to do: play as many online matches as you can by Saturday, record the experience (Console/# of bars in connection/date/time/impressions/results of a test at http://www.pingtest.net/any (http://www.pingtest.net/any) other notes you want to provide - we want details) and post them here. The more varied and detailed the data, the better!
Title: Re: Netcode testing
Post by: desmond_kof on December 01, 2011, 05:15:33 PM
12-1-11

(http://www.pingtest.net/result/51688358.png) (http://www.pingtest.net)

(http://www.speedtest.net/result/1624659701.png) (http://www.speedtest.net)

fight 1 = red bar
player location: mexico
9:26pm
lots of input lag most of the time. sometimes the lag went up and down in some parts of the match. some jumpiness and slowdown. wasn't very playable, i had to spam fireballs. lol.

fight 2 = yellow bar
player location: baltimore, maryland
9:34pm
this match felt kinda weird...the input lag wasnt that bad most of the time, but i kinda felt it more when i tried to walk back and forth. i was able to hit a rpd+b into super with kyo, but i had to  put a little umpff into that. it was playable i guess.

9:44pm, the connection timed out or whatever

fight 3 = yellow bar
9:45pm
player location: mexico
lots of synchonizing....god this match felt chunky. slowdown, lots of input lag...and for some reason the person i was playing against was landing combos on me left and right. it got so slow once, i was able to hit someone with terry's power geyser without any reaction. i couldn't do a combo to save my life that match (terry's d.b, d.a, df c, qcb b). that was unplayable.

fight 4 = red bar
9:53pm
there was lag all in the player select screen...this match felt like KOF12. sluggish, commands coming out half seconds after they were pressed. I picked king and just spammed venom strike until kingdom come. I lifted my hands off the arcade after every input like i was doing match tricks because of the lag. not fun, not playable.

fight 5 = red bar
player location: mexico
10:01pm
more input lag, but a LITTLE BIT more playable than the 4th fight and smooth LOOKING but not feeling. I couldn't punish Leona's ground super that well, so I just resorted to blocking most of the time.

fight 6 = green bar
player location: bronx, new your
10:11pm
this fight had an OKAY connection, less input delay but I had trouble jumping over fireballs and such. I kinda had the feeling that my opponent was struggling more than I was, lol.

fight 7 = yellow bars
player location: canada
10:22pm
some synching in the player screen and before the match started. still some input lag, but i managed to throw out a s.c, f+a, db~f + d with takuma in the corner. i just spammed Takuma's fireballs and waiting for his dp C's with K's (when they whiffed close, I tried to punish with a sweep, but we would guard break).

fight 8 = green bars
player location: toronto
10:28pm
playable but still had input lag, so I had to kinda stay away from combos.

fight 9 = green bars
10:39pm
me vs mikel93
player location: oklahoma
I still felt input lag but it was either a lot or less sometimes, very inconsistent.

fight 10 = yellow bars
player location: Los Angeles
10:48pm
synchronizing in the player screen, and the match was moderately sluggish. i had to force out kim's d.b.x s.b, ff + a, qcb b combo. jump felt like underwater.

fight 11 = yellow bars
player location: New York
10:56pm
lots of synchronizing, moderate input lag, jumps didn't feel like underwater, and i had to just spam fireballs to get by. There was a few stutters while we were playing. It was playable but not too much fun.


Overall, because of the input lag, and occasional stuttering these matches aren't very honest and it's hard to learn very much from it. I'm not sure how exactly SNKP is going to fix this to make these matches more fluid and consistant feeling. It doesn't have to be perfectly 0 frame input delay, but gimme 1 or 2 at least...lol. As I said before, this game is going to die and will not be taken seriously if the netcode doesn't improve greatly. And people will feel cheated same as KOFXII. Ping numbers instead of bars, please.
Title: Re: Netcode testing
Post by: Ironreaver on December 02, 2011, 04:09:22 AM
i'll also post my match connections aswell.
Title: Re: Netcode testing
Post by: nilcam on December 02, 2011, 05:29:46 AM
I played for roughly 90 minutes.

Tests before the session:
(http://www.pingtest.net/result/51681477.png) (http://www.pingtest.net)

(http://www.speedtest.net/result/1624487534.png)

1 bar: Completely unplayable. There was about a second of lag.
2 bars: Unplayable. I couldn't even land Terry's cr.A xx Rising Tackle (A version)
3 bars: A bit better, depending on the connection. Most of the games tonight were more like 2 than 3 bars, but I have had multiple 3 bar games that were pretty damned good and I could even do some of the more advanced stuff, like Oniyaki xx Aerial Orochinagi.
4 bars: I have never encountered the fabled 4 bar connection yet.

We really need ping numbers instead of bars. It would help tremendously. I've had a lot of bad 3 bars and some amazing 3 bars. I would like to see a higher consistency in match quality.
Title: Re: Netcode testing
Post by: LouisCipher on December 02, 2011, 05:48:10 AM
Nilcam, I added you on PSN last night or so. I'm East Coast as you know and would love to test the netcode.
Title: Re: Netcode testing
Post by: DarKaoZ on December 02, 2011, 07:16:16 AM
Thrusday, December 1 TEST

My connection before playing:
(http://www.speedtest.net/result/1624721702.png) (http://www.speedtest.net)

I have the Ports forwarded (DMZ) and I'm wired. So that is clear, now into today's experience.

Player Matches:
1. Searched for 3 bars & up, found 1 room with 3 bars, then I enter the lobby and it was 2 instead, got kicked from lobby due to that.

2. Made a Room Instead, my first opponent is a 2 bars guy. It's laggy, like 1 second long lag with some slowdowns. I can do some minimal combos like c.LKx3 > d,u+K with Ash and c.LKx3 to qcf+K with Beni.  Then he quits on the 4rth round. =/

3. Another opponent, 2 bars again. Same as 2nd match, well a bit better, we finished the match.

4. Another 2 bars, more laggy than the 3rd match. =/

5. and 6. Same guy, as the 4th match. Felt almost the same as the 3rd one.

7. Joined a 3 bars room, but it ended up been 1 bar.

8. Joined another 3 bars room, it's 2 bars instead and fighting him. Felt like the others. Can't do mid difficulty combos. =/

9. Enter another 3 bars room in the search, but ended up been 1 bar. He was from Mexico (had it in the rooms name).

That is all for today.

Speed Test after playing online:

(http://www.speedtest.net/result/1624768349.png) (http://www.speedtest.net)
Title: Re: Netcode testing
Post by: JennyCage on December 02, 2011, 08:32:05 AM
(http://www.speedtest.net/result/1624828019.png)

(http://www.pingtest.net/result/51694541.png)

My general impressions with a wired cable connection, XBox 360 and all ports properly forwarded...

1 Bar: Unplayable and I don't expect it to be.

2 Bars: 50/50 dice roll.  Sometimes the connection can be better than some 3 bars, other times it's quite delayed.  I play a friend from Texas, he's wired, we ping 100-120 ms to each other and get 2 bars but it's very smooth with very little input delay.  Other 2 bars can be very laggy, though.

3 Bars: Generally good with little input delay, but capable of lagging if the other person is on wireless or for other mysterious reasons (latency, non-open ports?).  For example another guy I play, we ping 60 ms to each other but ingame the delay is massive because of his wireless.  As usual, wireless ruining games.

4 Bars:  Never seen it, but I'm in eastern Canada and it might be that there aren't enough people from my region to see/experience it.

There are desyncing problems with the game, but I can't pinpoint the reason.  Texas guy's internet is slightly unstable and wireless guy is, well, wireless.  Either way they do happen and can cause the game to drop/time out when starting the next match.  I've played many more people than these two.  I will say that when the game is good, it's really good, the input delay is very negligable, but when it's bad it's quite bad... but because I don't know every setup for the people I play, I can't tell if it's the game, their wireless, improperly forwarded ports, congested network, etc.. It CAN be excellent, that's all I know.
Title: Re: Netcode testing
Post by: Rex Dart on December 02, 2011, 09:52:55 AM
I played for over one hour tonight. I'm going to list my experiences with the various bar readings, and only briefly touch on my experience more generally. I'm playing on 360 with a wired connection and ports forwarded.

(http://www.pingtest.net/result/51696308.png) (http://www.pingtest.net)

(http://www.speedtest.net/result/1624410673.png)

1 bar: I only encountered one of these matches tonight, and it was against a player from Japan (!). Much to my surprise, it was one of the better 1 bar matches I've experienced. While the input lag made combos near-impossible, and high/low mix-ups artificially hard to deal with, the match was consistent and there was no mid-game slowdown or re-syncing. The match was mostly a pokefest.

2 bars: I played four of these matches tonight. Player locations ranged as far south as Mexico. Three out of the four were decent, in as much as the input lag was consistent enough for me to hit confirm basic DC combos. One of the matches (against a player from Texas), however, was completely unplayable. (It actually felt more like what my previous 1 bar matches had been like.) The input lag was so severe that rolling and jumping over projectiles on reaction wasn't possible. I could only deal with them by guessing what my opponent was going to do in a few seconds and reacting to it a few seconds early. The game re-synced during the final round, and the connection was lost. (The opponent and I were pretty even in terms of health, so I don't see think it was a rage quit.)

3 bars: Had four of these. Input lag of a few frames, but, in general, I had no problem pulling off combos and reacting to my opponent's attacks. Had one strange moment in the middle of one match. In the second round, the game randomly slowed way down. It suddenly felt like a 2 bar match. The game remained in this almost slow-motion state until the next round, when it was consistent again. I did not pull off any HD combos, but, if the opportunity had presented itself, I would have felt confident with these connections.

4 bars: Did not encounter any tonight. (I've only ever found two, and they're nearly indistinguishable from offline. No complaints whatsoever.)
Title: Re: Netcode testing
Post by: XTG on December 02, 2011, 11:32:46 AM
(http://www.pingtest.net/result/51699720.png) (http://www.pingtest.net)

(http://www.pingtest.net/result/51699757.png) (http://www.pingtest.net)

(http://www.speedtest.net/result/1625030988.png) (http://www.speedtest.net)

(http://www.speedtest.net/result/1625032168.png) (http://www.speedtest.net)

(http://www.speedtest.net/result/1625033324.png) (http://www.speedtest.net)

(http://www.speedtest.net/result/1625035229.png) (http://www.speedtest.net)

(http://www.speedtest.net/result/1625036790.png) (http://www.speedtest.net)

I may just buy a one month subscription to Xbox LIVE to tide me over until I can get a 12 month card.

Title: Re: Netcode testing
Post by: EDDR on December 02, 2011, 11:41:41 AM
(http://www.speedtest.net/result/1625045073.png)

-2 bars- my first online match and it was laggy as hell

-3 bars against Musolini and that was a decent connection, not perfect though

-4 bars was smooth as hell and have played a couple of people without any sort of lag whatsoever.
Title: Re: Netcode testing
Post by: Gramas on December 02, 2011, 02:55:37 PM
(http://www.speedtest.net/result/1622236133.png)



This is a fiber connection playing against an opponent who has the same connection(same isp with slightly better speedtest results) who lives 700km away

4bars: the game lags and you can feel it,characters are a bit heavier,you can do some basic HD combos if you adapt a bit..I would say this is barely playable for me

Title: Re: Netcode testing
Post by: Kane317 on December 02, 2011, 03:05:11 PM
Will update match notes later:
(http://www.speedtest.net/result/1625342566.png) (http://www.speedtest.net)
(http://www.pingtest.net/result/51707709.png) (http://www.pingtest.net)

PS3, wired connection

1. Played 15 games with SolidShark over in Japan
-2 bar connection
-Considering it was SoCal to Japan it wasn't as bad as I thought, althought '96 PSN was every so slightly smoother the game is a less complex than XIII is.
-The delay was very apparent, at least over half a second of delay.
-Recovery rolls were hard to activate
-Otherwise everything else was somewhat adjustable

2. Played some 1 bar connection, not playable at all, dunno where they were from as it was on ranked.

3. Played 1 3 bar connection, game was definitely smoother and I could perform the links that required tight timing (Duo Lon's s.CD as a crossup etc).


Title: Re: Netcode testing
Post by: Shiranui_ninja on December 02, 2011, 03:22:30 PM
This is a fiber connection playing against an opponent who has the same connection(same isp with slightly better speedtest results) who lives 700km away

4bars: the game lags and you can feel it,characters are a bit heavier,you can do some basic HD combos if you adapt a bit..I would say this is barely playable for me

This is really hard to belive...

Telling lies doesn't help at all...
Title: Re: Netcode testing
Post by: Terrastorm on December 02, 2011, 03:43:51 PM
Some experiences may vary greatly, brah. This is useful.
Title: Re: Netcode testing
Post by: Xxenace on December 02, 2011, 04:34:42 PM
This is a fiber connection playing against an opponent who has the same connection(same isp with slightly better speedtest results) who lives 700km away

4bars: the game lags and you can feel it,characters are a bit heavier,you can do some basic HD combos if you adapt a bit..I would say this is barely playable for me

This is really hard to belive...

Telling lies doesn't help at all...
not trying to be a jerk or anything but anything could happen sure he might be exaggerating a bit but any information is useful information
Title: Re: Netcode testing
Post by: MUSOLINI on December 02, 2011, 05:06:43 PM
(http://www.speedtest.net/result/1625045073.png)

-2 bars- my first online match and it was laggy as hell

-3 bars against Musolini and that was a decent connection, not perfect though

-4 bars was smooth as hell and have played a couple of people without any sort of lag whatsoever.

are you in holland right now, our connection should hve been 4 instead of 3 if so. maybe if i put the cable in the ps3 and portforward my shit or whatever, we might just get 4?

edit: never mind, mechelen so u must be in belgium.
Title: Re: Netcode testing
Post by: Mr Bakaboy on December 02, 2011, 05:14:53 PM
(http://www.speedtest.net/result/1625405892.png)

Time 7:59A.M.(Central Time Zone)

1st Match: 2 Bar, Country - Brazil
                Ranked Match Used Create Match
                Input Delay - 1/4 Second
                Slowdown - Not Unplayable, but very hard to adjust to
                Comments - The game was playable, but barely. Opponent just used a rushdown style so defending                        
                against with input lag and slowdown was extremely difficult.


2nd Match: 1 Bar, Country - France
                 Ranked Match Used Create Match
                 Input Delay - 1/2 Second
                 Slowdown - Same as above, however the match would slow down to a ridiculously bad level for
                 approximately  2 1/2 Seconds then return to the regular speed, then slowdown like before after 10
                 seconds, repeated entire match.
                 Comments - Completely unplayable.

3rd Match:  2 Bars, Country - Mexico
                 Ranked Match, Used custom match 2 and Up
                 Input Delay - 1/10 Second
                 Slowdown - Slightly. Paused a little in match as well but just slightly.
                 Comments: Match only lasted 1 character. Opponent Dropped.

4th Match:  2 Bars, Country - Mexico
                 Ranked Match,  Used custom match 2 and Up
                 Input Delay - 1/10 second
                 Slowdown - Slightly stayed stable throughout match
                 Comments: Opponent spammed fireballs with conditions was hard to work around, not impossible.

5th Match:  1 Bar, Country - United Kingdom
                 Ranked Match, Used custom match 2 and up
                 Input Delay - 1/10 second
                 Slowdown - Slightly however increased a little when 3rd match started (Snake Temple)
                 Comments: Felt playable but very hard to connect combos. Was a wait till opponent attack then
                 counter kinda match.

6th Match:  2 Bars, Country - United States
                 Ranked Match, Used Create Match
                 Input Delay - 1/4 second
                 Slowdown: In between 1st Match and Slightly. Stayed stable throughout entire match
                 Comments: Opponent seemed to be bothered by lag more then myself.

end time 9:05 A.M.

Comments: Thought my net connection is running slow today. These matches were the worst I have had since I started playing. Played 2 Chinese players at around 3:15A.M. and the connection was about the same as  the 1/4 second  lag 2 bar matches I played today.
Title: Re: Netcode testing
Post by: MUSOLINI on December 02, 2011, 05:17:31 PM
another quick note, when going into hd mode at 3 bar connections the game stops for a sec and lags even more, making the easiest hd combos a bitch. this probably worse with 1 and 2 bars ( i feel for u peeps). how is it with 4 bars?
Title: Re: Netcode testing
Post by: solidshark on December 02, 2011, 07:23:14 PM
(http://speedtest.net/result/1625774566.png)

Played from Japan against other JPN players across the country

Out of 40+ matches (all 3 bar), 3 or 4 displayed some lag, only one constantly resynced, but it didn't detract much from the match.

Will see if I can test with other bar levels.
Title: Re: Netcode testing
Post by: Ironreaver on December 02, 2011, 09:24:49 PM
15Mps Upload
Ping 40-48ms

played about 8 matches 2 bars exactly 3 of them were playable the other 5 where hit or miss, some synching between matches and a few lag spikes.

I'll be able to do more testing with a newer faster connection on sat.  Will be pulling 50Mbps upload and will have a lower ping i'll do a speed and ping test and post my newer matches tomorrow.
Title: Re: Netcode testing
Post by: DarKaoZ on December 02, 2011, 09:48:17 PM
December 2, 2011 Test

(http://www.speedtest.net/result/1626074437.png) (http://www.speedtest.net)

Player Matches:
1. Vs Seizonsha51: 1 bar since he is from Japan and I'm in McAllen Tx, so far our matches felt like what i have experienced with my past report, Under the water might be the right word. The game had Delay but I could do my simple combos. Great for a Japan vs US match IMO.

2. Vs Nerdchill: 3 bars, but it feel the same, "under the water", I can do basic stuff but nothing fancy. But Synchronization takes longer here.

3. Vs DSoul_TheKiller: 3 bars in Search, but 2 bars in lobby. Synchronizing taking long, but it felt better than last ones. Still a bit delay, but combos could come up, for example I could do my Kula Corner combo. Had like 4 matches with him and all see felt that way. Not bad, but what I would expect for a 2 bars.
Title: Re: Netcode testing
Post by: solidshark on December 02, 2011, 09:54:21 PM
December 2, 2011 Test

(http://www.speedtest.net/result/1626074437.png) (http://www.speedtest.net)

Player Matches:
1. Vs Seizonsha51: 1 bar since he is from Japan and I'm in McAllen Tx, so far our matches felt like what i have experienced with my past report, Under the water might be the right word. The game had Delay but I could do my simple combos. Great for a Japan vs US match IMO.

I was surprised by this too. GGs until the desynch DarK; you've got a great Beni, even despite lag. 1 bar felt playable to me, as far as pulling off simple stuff. I'm definitely will have to try more international testing; I thought it'd be much worse than that.
Title: Re: Netcode testing
Post by: DarKaoZ on December 02, 2011, 10:10:09 PM

I was surprised by this too. GGs until the desynch DarK; you've got a great Beni, even despite lag. 1 bar felt playable to me, as far as pulling off simple stuff. I'm definitely will have to try more international testing; I thought it'd be much worse than that.

Yeah man, GGs! Didn't know it was you solidshark, since you have a different nickname in each place it was hard to know who you were in DC lol.

But yeah, this is acceptable between a Japan vs US match, I thought it was going to be worse. But the bad thing is that the rest of the 2 & 3 bars I had later felt almost the same. Dunno where those guys are from, but I assume they are close based on the Bars they showed ones I enter the lobbies.
Title: Re: Netcode testing
Post by: Mr Bakaboy on December 02, 2011, 11:40:09 PM
(http://www.speedtest.net/result/1626151191.png)

Started games 2:40P.M.


Only played 1 player multiple matches.

End time 3:30P.M.

Country - U.S.A. Bars - 4 Bars (though on match screen showed 3) Found with Player Match Quick Match
Input lag - Nominal (less then 1/10 of a second)
Slowdown: None though on final match game slowed down slightly for 3 seconds could have been in game glitch on how it came out.
Comments: Played great All combos accessible. Fireballs are as dodge-able as offline match. Mid Level play (both of us knew combos but did not use long string combos). Very fun matches.
Title: Re: Netcode testing
Post by: Gramas on December 03, 2011, 04:34:08 AM
This is a fiber connection playing against an opponent who has the same connection(same isp with slightly better speedtest results) who lives 700km away

4bars: the game lags and you can feel it,characters are a bit heavier,you can do some basic HD combos if you adapt a bit..I would say this is barely playable for me

This is really hard to belive...

Telling lies doesn't help at all...
I just played a 4 hours offline session and I can pretty much confirm my statement ,the part that more bothered me was the fact that the chars feel havier



Title: Re: Netcode testing
Post by: DarKaoZ on December 03, 2011, 09:13:52 AM
December 2 Night Test (10 pm Central)

Port Forwarded (DMZ)/ Wired Connection / DL:17mbs UL:1mbs internet

1st Match vs solidshark: Japan vs US again, 1 bar. This time it was worse, before it was playable, this time it we had huge delays and the commands weren't coming out. Sometimes I did a qcf+P and Kick came out instead. Weird stuff...

2nd Matches vs DesmonDelaghetto: Texas vs Minnesota... no can do. It didn't let us at all! First we got 1 bar, we go to character select and then it started to Synchronize and it kicked us out. Next try, it said we had 3 bars, awesome, but it started to Synchronize and it kicked us out. Another try, 2 bars it said now, character select, synchronization, nop you are out!

I reset my router from this point ->

3rd Matches vs Hakumen_wins: 2 bars, dunno from where is the guy. Definitely playable now. Small delay, but "playable".

4th Matches vs nightmoves17: Texas vs San Diego, 2 bars, definitely playable this time. There were times in which the game lagged but it was for instances. I managed to pull out King Corner combo (j.HK > s.HK > df.HK > qcb+LK > EXsrk+K > qcb+LK > EXsrk+K ) and he managed to do Terry Corner combo (s.HP > qcb+P > qcb+K >DC> EX d,u+K ).

5th Matches vs DesmonDelaghetto Part 2: 3 bars, Texas vs  Minnesota, after some router resetting I could play Desmond. The game was playable just like with NightMove, but as Desmond said "it's hard to block", we could play offensively and do mid-low difficulty combos at times, but blocking was an issue, we couldn't react on time or punish a blocked move that were punishable.

At first today testing was bad, but after some router resetting, I managed to have some playable matches. But still 3 bars should feel better than what I had, at least enough to block correctly.
Title: Re: Netcode testing
Post by: Mr Bakaboy on December 03, 2011, 09:26:45 AM
This is a fiber connection playing against an opponent who has the same connection(same isp with slightly better speedtest results) who lives 700km away

4bars: the game lags and you can feel it,characters are a bit heavier,you can do some basic HD combos if you adapt a bit..I would say this is barely playable for me

This is really hard to belive...

Telling lies doesn't help at all...
I just played a 4 hours offline session and I can pretty much confirm my statement ,the part that more bothered me was the fact that the chars feel havier





What you are describing is joystick input lag. When your side has extra lag from hardware and your opponent doesn't it will feel like you are under water while your opponent is hopping all around you.

When you play w/ the same lag offline, it is not really noticable cause the lag falls under 1/10 of a second, but add that lag to the online lag that is going to be there (joystick lag is around 1/20 of a second and the best net connection is about the same) you will hit that 1/10 of a second or the feeling of being 1 step off.  Couple that with the fact that your opponent is moving faster then you and it will feel like you are fighting underwater.

I had a lot of issues with this on the xbox 180. I went through a few controllers before I found one that works. Converters to play other system controllers can do the same thing. If this is just a recent thing w/ a converter try to unplug your converter from the system. That can cause the lag over time.
Title: Re: Netcode testing
Post by: Mr Bakaboy on December 03, 2011, 08:29:18 PM
(http://www.speedtest.net/result/1627666847.png)

Start 10:57 A.M.

1st Match:  1 Bar, Country Japan
                 Ranked Match, Used Create Match
                 Input Delay - 1/10 Second
                 Slowdown - Slight but very playable
                 Comments: Opponent did not pressure hard so very easy to poke to win. Not comfortable to use
                 combos


2nd Match:  2 Bars, Country USA
                 Ranked Match, Used Create Match
                 Input Delay - Negligible (less then 1/10 Second)
                 Slowdown - Little to None
                 Comments - Played like a 4 bar Everything Accessible.

3rd Match:  3 Bars, Country USA
                 Ranked Match, Used Create Match
                 Input Delay - 1/10 Second
                 Slowdown - Played at normal speed then seemingly randomly would decrease to a slower speed then
                 speed up again
                 Comments: Was a playable footsies match, but hampered both opponents. I believe opponent was a
                 high level player that couldn't get anything going cause of the lag.

4th Match:  3 Bars, Country USA (North Carolina Thanks SAB CA!)
                 Ranked Match, Used Custom Match 2 and up
                 Input Delay - 1/10 Second
                 Slowdown - None, Stable
                 Comments - Very Playable. Without any slowdown the Input Delay was easy to work around. Still
                 hesitant to use combos when feeling the lag.

5th Match   3 Bars, Country USA (Texas)
                 Ranked Match, Used Create Match
                 Input Delay - 1/10 Second
                 Slowdown - Slight, Stable
                 Comments - Playable. Tried to force combos to test. Did not do well, but opponent seemed to be
                 having more issues then me w/ lag. Missed a lot of easy hits.


6th Match:  1 Bar, Country Brazil
                 Ranked Match, Used Create Match
                 Input Delay - 1/2 Second
                 Slowdown - Slight, flickered in first round but stabilized after 1st round. Didn't ReSync until last round
                 Comments - Forced combos since opponent passive having trouble adjusting. Could do combos, but
                 missed around 40% of the time leaving me open if not for passive opponent would have been
                 creamed.

7th Match:  Same Guy from 6th Match though slowdown was worse in the 1st round then the last match it
                 stabilized like the last match.

8th Match:  4 Bars (3 Bars on Match Screen), Country, USA
                 Player Match Used Quick Match
                 Input Lag - 1/10 Second
                 Slowdown - None
                 Comments - With no slowdown the combos felt great coming out. Able to adjust to Input Delay in
                 middle of 1st round. Very Playable.

End Time 12:23P.M.

Comments: Good matches. Felt like I am getting used to netcode the more I play. Takes time to adjust to fighting game mechanics. When working on that, lag can be a lot bigger problem then earlier matches.
Title: Re: Netcode testing
Post by: steamwolf on December 03, 2011, 08:39:40 PM
So far, only played one match online. It was 3 bars, a green connection. However, the input lag was HORRIBLE. I dunno what some people call "a little" lag, but to me this was not playable at ALL. I don't see how anyone could call this playable. I couldn't do anything and felt like I was stuck underwater. This was Soul Calibur IV bad, except SCIV only got this bad on the worst connections. If this is a GREEN connection then I am scared to see a red. I'll be playing in the tournament today, so I'll see how it goes and record every bit of data in this thread. I expect to be having quite a few negative things to say...
Title: Re: Netcode testing
Post by: SAB-CA on December 03, 2011, 08:54:44 PM
Just one correction Mr. Bakaboy, I'm all the way on the East Coast, North Carolina :)

I can vouch for what you said about the rest of the match though, one of the better matches with fellow DC'ers that I've felt.

Where are you located, btw? I'm guessing Missouri, going by your speed test image?

So far, only played one match online. It was 3 bars, a green connection. However, the input lag was HORRIBLE. I dunno what some people call "a little" lag, but to me this was not playable at ALL. I don't see how anyone could call this playable. I couldn't do anything and felt like I was stuck underwater. This was Soul Calibur IV bad, except SCIV only got this bad on the worst connections. If this is a GREEN connection then I am scared to see a red. I'll be playing in the tournament today, so I'll see how it goes and record every bit of data in this thread. I expect to be having quite a few negative things to say...

The bars aren't always 100% accurate. A connection can also fluxtuate while playing it. Today, I've had 1's that felt like high 2s, 2s that felt like 1s, and 3s that felt like lower 2s. It was interesting to watch this in game lobbies with active ping numbers... a person would start out in the 60s, and then after a while, would be in the 150s. Most likely, someone in their house probably started to stream, or they split their connection with something else after starting to play. Also, if you or the opponent have wireless, this can return a high ping... but actually have a lot of flux and lagtime between communications. There's a lot of crazy factors...
Title: Re: Netcode testing
Post by: sociald on December 03, 2011, 11:01:50 PM
first online experience : disappointing

im from italy connected by cable with one of the best internet company

i played once on ps3 and it was very laggy and i mean very but it was a 2 bars connection

played on xbox too and bigger session here i found a 3 bars connection not so bad but as someone said there is still an under the water feeling. and sometimes the lag increased. HD combo = zero dropped almost all the time in the activation time it kinda freezes

need th netcode to be improved

Title: Re: Netcode testing
Post by: Dale on December 03, 2011, 11:06:46 PM
(http://www.pingtest.net/result/51798511.png) (http://www.pingtest.net)

I live in Sterling Heights, Michigan, I have Wide Open West cable provider, the connection was being used nowhere else. I use a regular Ethernet cable hooked to my router(then to my modem). I have a Netgear router that wasn't routing anywhere else and my modem is a Motorola.

I played about 4 Green bar matches just now they all ran completely smoothly. GG's to Acid Glow btw I'm Drawesome. I play very basically I wasn't trying anything that fancy I use very basic combos so keep this in mind.

I played a Yellow bar that seemed to run perfectly. I didn't notice anything but I was playing very basically. My experience with yellow bar matches is almost always good.

I played 2 red bar matches. The first ran decently then suddenly started stopping and going in slow motion. The 2nd match ran pretty well for red I guess I just had to be more deliberate with my motions and repeat motions that I really wanted to come out. The main thing red bar messes up for me is my jumping and avoiding projectiles in general. Usually red bar matches play much worse for me I think I was lucky today.
Title: Re: Netcode testing
Post by: Dale on December 03, 2011, 11:08:24 PM
How do you guys check what country your opponent is from?

Edit: I'm playing on Xbox 360
Title: Re: Netcode testing
Post by: Sir_Selah on December 03, 2011, 11:53:28 PM
Nova Scotia with a directly plugged in connection with 40mb per second plan playing on a PS3.

Something I eventually noticed is that the bars seem to mean absolutely nothing. 1 bar matches were sometimes playable, while some three bar matches would randomly freeze/lag.

Adjusting to the input lag after 60 matches I can generally preform simply non-HD combos now but it's still inferior to pretty much any other 2D fighter at the moment sadly. Barring UMvC 3 as I have only played the original so far.
Title: Re: Netcode testing
Post by: DarKaoZ on December 04, 2011, 12:16:28 AM
How do you guys check what country your opponent is from?

Edit: I'm playing on Xbox 360

Either we meet them at the DC Wikiya bar and we chat there and ask the info, are in our friends list and we ask them or we ask the stranger we just fought. lol
Title: Re: Netcode testing
Post by: Mr Bakaboy on December 04, 2011, 12:16:53 AM
So far, only played one match online. It was 3 bars, a green connection. However, the input lag was HORRIBLE. I dunno what some people call "a little" lag, but to me this was not playable at ALL. I don't see how anyone could call this playable. I couldn't do anything and felt like I was stuck underwater. This was Soul Calibur IV bad, except SCIV only got this bad on the worst connections. If this is a GREEN connection then I am scared to see a red. I'll be playing in the tournament today, so I'll see how it goes and record every bit of data in this thread. I expect to be having quite a few negative things to say...

If you are referring to the terminology I use for slowdown, the best reference I would use is the Capcom turbo option in X-Men Vs Street Fighter. How it is on a 3 point system (slow,medium,fast). The slightly I used would be like taking it from a 3 to a 2. Now the reason I used slightly is the fact that I played KOF XII when it first came out. If I used the same system, when I played someone from Brazil it would be a -2 on Speed.

Game speed wise the game can be adjusted to. Now if you factor in input lag as well and that's a lot to work with. The worst of it really is if the slowdown is not stable. If it fluctuates then you are screwed cause that throws everything off.


Just one correction Mr. Bakaboy, I'm all the way on the East Coast, North Carolina :)

I can vouch for what you said about the rest of the match though, one of the better matches with fellow DC'ers that I've felt.

Where are you located, btw? I'm guessing Missouri, going by your speed test image?

My bad. Went w/ the CA thing. I'm in a suburb of St. Louis, Missouri. Hope to play you once this testing crap is over. Hard to get serious when you are looking for every little thing that is going on.

How do you guys check what country your opponent is from?

Edit: I'm playing on Xbox 360
On xbox look at the opponent's profile. When it first loads up where the motto would be will be what country they are from.
Title: Re: Netcode testing
Post by: Xxenace on December 04, 2011, 12:56:52 AM
should i still post info if im using wireless? i know i should be playing games wired but its a bit of a hassle to constantly move my xbox up and down stairs all the time
Title: Re: Netcode testing
Post by: Ironreaver on December 04, 2011, 01:24:24 AM
Internet upgraded gonna go online for some more testing. back with results later
Title: Re: Netcode testing
Post by: steamwolf on December 04, 2011, 02:13:25 AM
I have recorded everything I can from the tournament today, as well as some matches prior to playing in the tournament itself, with very bad results. I'd like to mention everyone I played was aware that ports need to be forwarded and they need to on a wired connection without anything else using up the internet. That being said, here is my speedtest.net and pingtest.net results:

(http://www.speedtest.net/result/1627962469.png)(http://www.pingtest.net/result/51793980.png)

Now, here is the results of all my matches. Believe what you like, folks? But this is bad. I see very little good in this and I have to agree with Desmond: If things don't change for the better soon, this game is gonna die out. KoF doesn't have the popularity Namco does, so the players can't keep their community surviving on sheer offline play alone. Maybe we can? Maybe we can't...I won't give up trying but this is gonna make it a lot harder...

Opponent Location: New York
Bars: 0-1
Color: Red
Playable? No. Absolutely not. It was a button mashing spam fest. The person I played was someone I have played several times on other games for PS3 with no lag what-so-ever. We have played without lag on GGPO, Supercade, AND Arclive. I'd even be willing to test a connection with him over p2p Kaillera to be extra sure, it's not us. We have everything port-forwarded and nothing using our internet. No wireless connections. This is just out-right bad and it makes no sense! We're on the same coast...even the sever kaillera days weren't as bad as this. At least same coast play was tolerable!

Opponent Location: USA
Bars: 2
Color: Yellow
Playable? Slightly, still had input lag that was too
much for my tastes and caused me to drop simple bnb combos.

Opponent Location: Toronto
Bars: 3
Color: Green
Playable?: Actually? Yeah. I noticed no input lag at all. Surprisingly, it was tolerable. The guy is in Toronto! Which makes no sense to me since he's much further away than the person I played in NY.

Opponent Location: Minnesota
Bars: 2
Color: Yellow
Playable?: Yeah it was pretty playable. Some minor input lag that was a bit noticeable, but overall it was tolerable and not too bad. Odd since I had a green connection that was a lot worse than this...

Opponent Location: Houston
Bars: 3
Color: Green
Playable?: Very playable. Hardly any input lag noticed. There was a little bit, but still tolerable enough to play.

Opponent Location: Japan
Bars: 1
Color: Red
Playable?: Absolutely not. Too much lag, and then after a bit we lost connection. Every single time we tried since, continuously lost connection. Unplayable 100%.

Opponent Location: Texas
Bars: 3 and 2
Color: Green and yellow
Playable?: Despite the color and bars alternating based on who was hosting and how many times we tried, we constantly lost connection. My opponent had everything set just fine. Ports forwarded, no downloads or anything going on, and a decent connection. Same on my end. We both had no problems playing other people before other than just lag. No idea what caused this problem but it was 100% unplayable as we couldn't even get ONE match going.

That's it guys. I am sorry for all you optimists? But it's not good. This isn't opinion, this is the sad truth. I wanted the netcode to be good and I wanted this game to get played. I dunno how well that will work out now. I'll keep playing but it's a real downer that makes me wanna give up, as I have to drive 45 minutes to 2 hours just to get to anywhere with ANY fighting games being played offline, let alone KoF XIII which is from an unpopular series. Without good netcode, it makes it hard for me to practice online really, which makes things a lot more difficult if I wanna play in a tournament for this. Same-state connections might be the only way to play so I'd recommend everyone find players from their own states to play online. Otherwise? I dunno if I would recommend anyone play KoF XIII online.
Title: Re: Netcode testing
Post by: pablofsi on December 04, 2011, 02:34:53 AM
2 observations:

You guys should be posting primarily ping times, and of lesser importance, bars.

We don't know if playing with your modem connected to a router could cause delay.
Title: Re: Netcode testing
Post by: darkTown2 on December 04, 2011, 02:55:47 AM
i played a yellow bar with a friend ( don't know exact location pretty far away though) and it was ok. i could do basic combos however my inputs wouldn't register for supers all the time.
Title: Re: Netcode testing
Post by: steamwolf on December 04, 2011, 03:04:29 AM
2 observations:

You guys should be posting primarily ping times, and of lesser importance, bars.

We don't know if playing with your modem connected to a router could cause delay.

I can't get everyone to give me their ping. I provided mine, but that's all I can do. If you want theirs, I'll give you their PSN handles and you're welcome to go ask them.
Title: Re: Netcode testing
Post by: nilcam on December 04, 2011, 03:31:17 AM
How would one measure the ping between 2 console players when the game only provides bar ratings?
Title: Re: Netcode testing
Post by: KBlackNoah on December 04, 2011, 04:33:11 AM
How would one measure the ping between 2 console players when the game only provides bar ratings?

pablofsi is worse than a troll.Stop telling everybody it's their fault this netcode is shit.Me and a lot of people have A wired internet and we get nothing close to playable.Please put some videos of you playing this online and do some decent hd combos.Netcode is unstable and fucked up - FACT.

(http://www.speedtest.net/result/1628435510.png) (http://www.speedtest.net)
I have very good experience with BBCT/CS, AH3, UMVC3, SSF4.End of discussion.
Title: Re: Netcode testing
Post by: Kusanagi-Style on December 04, 2011, 04:46:21 AM
(http://www.pingtest.net/result/51813888.png) (http://www.pingtest.net)
(http://www.speedtest.net/result/1628441881.png) (http://www.speedtest.net)
(http://www.pingtest.net/result/51814243.png) (http://www.pingtest.net)
Title: Re: Netcode testing
Post by: Mr Bakaboy on December 04, 2011, 06:02:46 AM
How would one measure the ping between 2 console players when the game only provides bar ratings?

pablofsi is worse than a troll.Stop telling everybody it's their fault this netcode is shit.Me and a lot of people have A wired internet and we get nothing close to playable.Please put some videos of you playing this online and do some decent hd combos.Netcode is unstable and fucked up - FACT.

(http://www.speedtest.net/result/1628435510.png) (http://www.speedtest.net)
I have very good experience with BBCT/CS, AH3, UMVC3, SSF4.End of discussion.

Technically you could get the ping between the two people if you visited an older xbox arcade title like 98um then go to xiii after getting the ping. I thought about asking fellow DCers but figured it would be too big of a pain in the rear.
Title: Re: Netcode testing
Post by: desmond_kof on December 04, 2011, 06:25:02 AM
After playing the online tournament, I feel very pessimistic about this game surviving in the USA because of its netcode. I feel that a patch might help a little but it won't save a lot of its current troubles, kinda like what happened to KOFXII. The patch helped the game look smoother but had massive input lag. The only thing the patch might do is what happened to KOF2002UM, just change the connection meters...I think the GSS code can't properly handle this game as appropriately as it can without the super noticeable input delay. I really don't know what to say. I really like playing this game, but it sucks that we have been duped again with the so-so netcode performance.
Title: Re: Netcode testing
Post by: Xxenace on December 04, 2011, 07:15:49 AM
After playing the online tournament, I feel very pessimistic about this game surviving in the USA because of its netcode. I feel that a patch might help a little but it won't save a lot of its current troubles, kinda like what happened to KOFXII. The patch helped the game look smoother but had massive input lag. The only thing the patch might do is what happened to KOF2002UM, just change the connection meters...I think the GSS code can't properly handle this game as appropriately as it can without the super noticeable input delay. I really don't know what to say. I really like playing this game, but it sucks that we have been duped again with the so-so netcode performance.
well lets hope SNK can finally get their shit together and fix it a lot of people are keeping their eyes on it and KoF fans everywhere are doing all they can to help this game be a little bit popular it be a damn shame to see all this work go to waste because SNK cant find a stable netcode
Title: Re: Netcode testing
Post by: LouisCipher on December 04, 2011, 07:32:46 AM
GG's to Nilcam. It felt pretty good, it started lagging (not as bad as other guys I've played though) in our 3rd set of matches, but after that it was fine. I could get out moves on wakeup, do my combos, etc.

http://www.speedtest.net/result/1628584080.png (http://www.speedtest.net/result/1628584080.png)

Love that moment where you did Kyo's Super on wakeup and my B Sab didn't absorb it. I was curious if it would absorb supers, so now I know.
Title: Re: Netcode testing
Post by: LouisCipher on December 04, 2011, 07:44:20 AM
After playing the online tournament, I feel very pessimistic about this game surviving in the USA because of its netcode. I feel that a patch might help a little but it won't save a lot of its current troubles, kinda like what happened to KOFXII. The patch helped the game look smoother but had massive input lag. The only thing the patch might do is what happened to KOF2002UM, just change the connection meters...I think the GSS code can't properly handle this game as appropriately as it can without the super noticeable input delay. I really don't know what to say. I really like playing this game, but it sucks that we have been duped again with the so-so netcode performance.

I have a hypothesis here: That SNKP is waiting maybe a month or two after release to patch it out and release Mr. Karate and EX Kyo to drive interest again.
Title: Re: Netcode testing
Post by: Mr Bakaboy on December 04, 2011, 08:35:25 AM
I don't want to speak out of turn, but we all, as a community, decided that the netcode has issues and needs to be fixed. Nilcam took it upon himself to write the letter and try to contact Atlus to get things done. Atlus contacted him back and asked hom for info about what we see and don't like. In doing this it put nilcam's and DC's rep on the line to do something.

When we sit there is the room he constructed for this purpose and say the netcode is garbage makes us look like a bunch of idiots. It would be like going to your boss ad saying you don't like someone. Why? Is he name calling? Not doing his job? Does he give the stink eye? Just saying I don't like something doesn't give much input.

If anything I am annoyed at Atlus cause we have no idea what they want. When I am writing things down, I am flying blind here. I appreciate all the input I have got so far in what I am doing. I appreciate Steam mentioning slowdown. Personsonally I think we all should all have a system so everyone can report the same stuff. Personally I want to play more DCers to get an idea if what my experience is and what I am writing down is what you are seeing as well. If not then what is the difference.

Please if possible try to look at this like a job. Instead of being pissed cause your game has issues be objective and try to narrow down what makes this game unplayable in your eyes.
Title: Re: Netcode testing
Post by: LouisCipher on December 04, 2011, 08:46:43 AM
My problems in a nutshell:

Matchmaking: Hard to find Green connections, and the bars can be deceptive. Nilcam was a Yellow connection, we played coast to coast, and for me it felt like a Green connection. And sometimes you play dudes who are Green or Yellow and it feels like Red.

More search options: If you go into a Ranked match there is no option to specifically find Green connections, or search by location. If we could see the countries of people online, this would help immensely.

Delay online: If they could adjust the delay, in any way, shape or form, this would help.

I don't have a problem with constant synchronization messages as you get a match going. I'd much rather wait before the match than have the game randomly freeze.

I haven't experienced that Desync issue I described in quite a while now.
Title: Re: Netcode testing
Post by: Ironreaver on December 04, 2011, 09:14:33 AM
Well so far 3 bar matches are good...although the other guys connection dropped twice...as far as in game goes it was smooth, he pulled off some really good combos with Kula, Iori, and Terry. minus the dropped room it was good.

1 bar was playable but noticable lag

2 bar...had sync issues after 1st round and dropped. weird...the 1 bar seemed better.
Title: Re: Netcode testing
Post by: steamwolf on December 04, 2011, 11:09:27 AM
(http://www.pingtest.net/result/51813888.png) (http://www.pingtest.net)
(http://www.speedtest.net/result/1628441881.png) (http://www.speedtest.net)
(http://www.pingtest.net/result/51814243.png) (http://www.pingtest.net)

Hey, you're really close to me. Make sure to add me on PSN cause we can probably play together and see if we can get a 4 bar connection going. I'm in Lake City, so I'm like an hour if not less away from you. If you're actually in jville. Even still, I'd like to test same-state connections.
Title: Re: Netcode testing
Post by: KBlackNoah on December 04, 2011, 02:46:23 PM
@Mr Bakaboy

This is not a random problem.Atlus and playmore knew very well what kind of netcode they put out but still decided to go with it.Competitive Games (fps, fighting, rts ...etc) today weight heavily on online multiplayer.If in 2012 you  can't provide it you have a huge problem.Personally i do not want to see another kof from playmore if they can't provide a good netcode + i won't ever buy anything from both companies unless it's a used game.I spent ~ 150$ on the us and jap copies ... last time i make that mistake for sure.I am not bitching - i want what i paid for (they promised better than ssf4 netcode).. and for sure i wouldn t have spent 150$ for a game with no online ... which this practically is.
Title: Re: Netcode testing
Post by: Mr Bakaboy on December 04, 2011, 03:03:59 PM
^ This particular thread isn't a conversation thread. It's supposed to document your experience to give them data. If you want to complain there are multiple threads to complain on. If you don't want to do what nilcam asked to do at the beginning of the thread hit up the others to complain. That's the whole point of the post.
Title: Re: Netcode testing
Post by: pablofsi on December 04, 2011, 03:08:24 PM
(http://www.pingtest.net/result/51813888.png) (http://www.pingtest.net)
(http://www.speedtest.net/result/1628441881.png) (http://www.speedtest.net)
(http://www.pingtest.net/result/51814243.png) (http://www.pingtest.net)

Hey, you're really close to me. Make sure to add me on PSN cause we can probably play together and see if we can get a 4 bar connection going. I'm in Lake City, so I'm like an hour if not less away from you. If you're actually in jville. Even still, I'd like to test same-state connections.

Ping each other first through pc and use that to post your ping time in relation to him along with the rest.
Title: Re: Netcode testing
Post by: KBlackNoah on December 04, 2011, 03:10:27 PM
^ This particular thread isn't a conversation thread. It's supposed to document your experience to give them data. If you want to complain there are multiple threads to complain on. If you don't want to do what nilcam asked to do at the beginning of the thread hit up the others to complain. That's the whole point of the post.


You should have done the same wise guy...i just replied to your post.Sorry for the mess ... post can be removed to the specific thread.
Title: Re: Netcode testing
Post by: Kusanagi-Style on December 04, 2011, 04:59:45 PM
(http://www.pingtest.net/result/51813888.png) (http://www.pingtest.net)
(http://www.speedtest.net/result/1628441881.png) (http://www.speedtest.net)
(http://www.pingtest.net/result/51814243.png) (http://www.pingtest.net)

Hey, you're really close to me. Make sure to add me on PSN cause we can probably play together and see if we can get a 4 bar connection going. I'm in Lake City, so I'm like an hour if not less away from you. If you're actually in jville. Even still, I'd like to test same-state connections.
I live in Oregon, I was just doing a ping test from portland to florida.
Title: Re: Netcode testing
Post by: Ironreaver on December 04, 2011, 07:59:03 PM
(http://www.speedtest.net/result/1629555636.png) (http://www.speedtest.net)

(http://www.pingtest.net/result/51852297.png) (http://www.pingtest.net)

my skype is running might be why my upload is so low  :(

Anyway i'll b down to test some more today

(Please avoid double or triple posting. - Rex)
Title: Re: Netcode testing
Post by: Mr Bakaboy on December 05, 2011, 12:28:06 AM
(http://www.speedtest.net/result/1629925966.png)

Start 4:03P.M.

Match 1: 2 Bars, Country USA
             Ranked Match Used Custom Match 3 Bars and Up
             Input Delay 1/10 Second
             Slowdown: Slight. Match created extra slowdown on a regular jump (not short jump and couldn't   
             recreate on hyper jump). If I stayed on the ground the slowdown stayed stable.
           
Comments: This is the first time I created what I think people are calling the "underwater effect" (at least I think it is). As long as I refrained from using just a normal jump the match felt fine. Though refraining from doing something like this is unreasonable. Opponent knew long string combos and seemed to have a hard time getting them off with lag. 


All I can do for now. Step-daughter and friend wanted more netflix time.
Title: Re: Netcode testing
Post by: DarKaoZ on December 05, 2011, 12:45:30 AM
Do we keep doing tests or should we stop? Since Nilcam said all we could do until Saturday.
Title: Re: Netcode testing
Post by: Ironreaver on December 05, 2011, 12:56:30 AM
I guess we can stop and maybe Nilcam is compiling the data that everyone has.
Title: Re: Netcode testing
Post by: nilcam on December 05, 2011, 12:57:59 AM
Thanks to everyone playing and recording their results. We wanted to collect some data to be proactive in following up the open letter to SNKP and Atlus.