Street Fighter V netcode decoded: Capcom’s online system introduces artificial lag between users

A look at Street Fighter V‘s latency woes — online and off.

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Since the release of Street Fighter V: Arcade Edition, many users have experienced a noticeable worsening of online connection quality. To discover the source of this sudden lag spike, reddit user SunTzu-81 put on his scientist’s gear and got to work experimenting with SFV’s notoriously poor netcode. His findings revealed an interesting development in the game’s netplay: when lag was introduced on one setup, the other created input delay to keep up with the lagging system.

However, his weren’t the only findings to uncover some of SFV’s secrets: French fighting game wizard WydD also broke down the offline input lag of multiple fighting games, discovering that SFV itself had input latency close to that of Dragon Ball FighterZ and the original Guilty Gear Xrd -REVELATOR-.

“All warfare is based on deception.”

SunTzu-81, known by his YouTube handle as DigitalHalftones, uploaded a video on July 1st that broke down SFV’s long-bemoaned netcode. To do this, he set up two systems in his home across the same network, one on PC and the other on PlayStation 4. By manipulating the game’s latency and framerate, he was able to discover the source of latency through SFV’s one-sided rollback. (To clarify, “rollback” netcode is a technique that doesn’t rely on input from another user before a game begins a subsequent frame; rather, rollback netcode predicts a player’s inputs, simulating the next frame without delaying the user’s experience. This type of netcode is common in modern fighting games, and good examples of it can be found in Skullgirls 2nd Encore and the PS3 version of Ultra Street Fighter IV.)

Before introducing artificial latency on one side, SunTzu compared the movement of the characters (here, the much-dreaded Cammy) across the network. Each side appeared to be moving smoothly, with no latency between the two platforms. However, after forcing the PC side to drop below sixty frames, the PC Cammy began to show delay on the PS4, displaying some of the signature “jitters” of latency. After moving around a bit, the PS4 likewise experienced a bit of skipping on its end, proving that there is a perceivable effect for the other player when one experiences a drop in framerate.

In the second round, SunTzu adjusted the latency so that the PC side received packets 150ms late from the PS4. Thus, the PC experienced rollback, causing the opposing character to delay and stutter across the screen. However, once the round ended and the next began (with the forced latency still initiated), the PS4 began to lag locally. Since turning on the artificial lag, the PC had dropped seven frames slower, and was lagging less harshly than its PS4 counterpart.

Illegitimate latency.

Based on his findings, SunTzu surmised that SFV takes the recorded latency at the end of a round and creates input delay based on that data, likely to sync players together in order to avoid total one-sided rollback. His PC was delayed seven frames in order to compensate for the PS4’s lag over the network, which caused the PS4 to skip frames in turn. “They must be adding some sort of artificial lag or input delay on the PS4 side in order to be doing this,” he stated over the video. “Whatever the connection is at the end of the round will determine how laggy it is for both players.”

SunTzu likewise noted that, since the lag was artificial, the PS4 continued to receive the PC player’s movements in real time. “I’m assuming that this still gives the PS4 or laggy player the advantage while visually ruining both games,” he wrote. “My guess is that they tried to compensate for the rift in in between rounds after seeing the GPO panel, and I bet they made this change with the AE release, hence the increased lag problems reported.”

While SunTzu’s findings took place over cross-platform netplay, he assures viewers that the platform didn’t make a difference. “This is video is not showing that PS4 is worse or better than PC, or that cross-play matters,” he explains in the video’s description. “It’s showing that frame drops on one side do not affect the other’s game at all. Only the latency does. In the remaining part of the video, I applied 150ms of lag to the PC from the PS4, and the result was [that] the game artificially delayed the PC game by 7 frames at the start of the next round. This artificial delay is applied by the netcode itself, and is determined by your connection to your opponent only at the start of the round.”

Investigating offline input delay.

SunTzu wasn’t the only FGC scientist to discover some of SFV’s hidden innards. While unrelated to netplay, French fighting game player and computer scientist WydD decided to take matters into his own hands to truly break down the game’s input latency, utilizing a unique input lag setup to record his observations. “The idea behind this was to replicate results I’ve seen on Twitter, coming from Noodalls,” he explained over the r/StreetFighter podcast. “He had trouble measuring SFV. He said basically, when he tries to make a measure, everything is blocked, and he doesn’t know why. I said, ‘I can’t do the measure with his method, but I have some spare parts — let me try to figure out how we can measure input lag.’”
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WydD used an original capturing channel to produce his results. At its beginning, he used a PS3360+ PCB, to which he bound Cammy’s st.LK and st.MP (jeez, we can’t get away from that girl, can we?) in synchronization to a FC4 d-pad. This setup was connected to his PC via USB, which directly connected to the motherboard. An HDMI fed the information from the setup into a video component converter, which converted the HDMI inputs into a component — here as three separate plugs. These plugs operated three channels, labeled Y, Pr, and Pb. The Pr and Pb channels corrected a black and white signal, fed into the Y channel, to display colors. In essence, he bound a small circuit to the st.MP button that aimed to cut the signal to the Pr and Pb channels when pressed.

The plugs then went into a capture card, which was plugged into another PC on which SFV was being played. “If you cut the signal, you will have no colors on the screen,” WydD explained. “Because it’s analog, the image will turn gray right when you press the button.” While no discoloration occured as he pressed st.LK, stark discoloration occurred during st.MP., and would continue if he kept pressing the st.MP input. After recording his results, WydD would play back the footage frame by frame, using a ruler (reading each millisecond of a frame) attached to the side of the monitor to measure just when the latency occured by seeing where the color still remained on the screen.

The meaning behind the measurements.

By measuring exactly when he pressed an input between the amount of frames it took for the input to show on the screen, WydD was able to determine just how great the game’s input latency was based off Cammy’s st.MP. “Depending on when you press the button, you will have different results,” he explained. “And that is what I have recorded here.” Through recording the average latency of his button presses, he discerned that SFV has around 3.42 frames, or 57.1ms, of native (local) input lag. This is on par with Dragon Ball FighterZ’s latency, which measured at an average of 3.43 frames, or 57.1ms. Guilty Gear Xrd -REVELATOR- weighed in at 3.14 frames/52.3ms, while Tekken 7 had an average of 4.73 frames, or 78.9ms of lag.

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While the PC’s latency wasn’t overt, the PS4’s lag for SFV sat on his “C” tier and was dubbed unstable. SFV weighed in at an average of 6 ms of latency, with an estimated 43% stability through his findings.

This data comes in the wake of an r/StreetFighter poll, asking the community which of SFV’s issues they feel should be fixed. According to the subreddit’s moderator Joe Munday, SFV’s netcode has been the number one choice since July of 2016. With SunTzu’s findings concerning the game’s artificial latency in online play, fans are certainly hoping for an adjustment in answer to AE’s “quick fix”. And as another DLC character will no doubt be revealed in the next two weeks, we can remain hopeful that Street Fighter V’s netcode may also receive some much-needed repair in the future.

Sources: DigitalHalftones (YouTube); WydD (Twitter); WydD (YouTube)

Gravity Breakers’ latest build brings zero-gravity fighting to Evo 2018

Hot of the heels of the incredible announcement of collaboration with legendary composer Shinji Hosoe, developers Gremlin ENT has another, more immediately tangible announcement for the FGC:

The free-flying sci-fi fighter Gravity Breakers will be playable at Evo 2018. For those that have followed the game, this is a logical progression– as it’s development has been uniquely tied to feedback from demo play at FGC events like Wednesday Night Fights. Make sure you find your way to the Gremlin ENT booth at Mandala Bay this August 3rd-5th!

Source: Gremlin_ent 

The U.S. Army is hosting its own Street Fighter V tournament circuit

Teaming up with MGM Resorts International, the U.S. Army is set to host a Street Fighter tournament circuit on military bases worldwide.

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Did you know that the U.S. Army has a Twitch channel? Neither did we, until they announced a collaboration with MGM Resorts International to bring their very own Street Fighter tournament series to the streaming platform. Brought to us by Army Entertainment, an official agency of the U.S. Department of Defense that provides entertainment to overseas troops, the circuit will take place in eight garrisons around the globe.

The tournament will be streamed on Army Entertainment’s newly-created Twitch channel, and will broadcast four of their eight events. Unstreamed garrisons participating in the series include Fort Riley, USAG Humphreys, USAG Bavaria, and Fort Knox; those being streamed are Fort Bliss on July 28th, Fort Gordon on August 11th, Joint Base Lewis-McChord on August 18th, and Fort Wainwright on August 25th. Each tournament will be held on the bases’ Army Welfare and Recreation Warrior Zones, with randomly-seeded brackets in the traditional double-elimination style.

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Soldier vs. soldier.

This competition isn’t open to just anyone, either: only active-duty military personnel across the United States, Germany, and South Korea are qualified to compete in the circuit. This includes shoutcasters and commentators, one of which was announced as Sgt. 1st Class Christopher Jones. Cited by the Army’s statement as “an avid gamer and fellow soldier,” Jones is part of the Military Police, as well as being the Hammond La. Station Commander for the United States Army Recruiting Command.

Much like the Red Bull Conquest series, the champion of each garrison will move on to a finals evet at PAX West in Seattle, Washington, and will be streamed through Army Entertainment’s Twitch channel on September 1st. The champion will receive a slew of winnings, including exclusive Twitch gear and an Army Entertainment esports jersey, a unique tournament coin, a gift card worth $500, and a complimentary, two-day stay at the Mandalay Bay MGM Resort. Not shabby!

Digital warfare.

The Army’s statement divulged that the goal for this tournament series is to “develop Soldiers’ outlook and overall fitness using current technology.” As participants will train using hand-eye coordination, mental focus, and swift reaction time, the Army feels that their overall readiness to help with normal job duties will be improved. An online giveaway will also take place up until the Final, with winners receiving a two-day stay at the Mandalay Bay MGM Resort, a copy of SFV, an Army Entertainment esports jersey, a tournament coin, and a $250 gift card.

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With the United States Air Force recently sponsoring TBS’s 2018 ELEAGUE Street Fighter V Invitational, it comes as no surprise that the Army would further delve into Street Fighter. As two of the game’s staple characters hail from the U.S. Air Force, this tournament series couldn’t be more applicable. You can find out more about the giveaway, and subsequent tournament finals, on the Ft. Wainwright webpage. Don’t kid yourself — we know this was all your idea, Guile!

Source: U.S. Army

Arc System Works celebrates 30 years with a rocking new music video

Arc System Works is celebrating their 30th anniversary this year. Originally founded in 1988, the company has made a name for itself producing a number of iconic fighting games over the years.

One common thread among most of ArcSys’s games is the music, particularly the heavy metal-inspired soundtrack of the Guilty Gear series. As such, it should come as no surprise that as part of their 30th anniversary celebration they’ve released a special music video as a thank you to their fans.

The music video, which you can see below, shows various ArcSys employees in a series of scenes in and around their offices. You can check out both Japanese and English versions below, alongside as a special message from them.

Special message from Arc System Works
Arc System Works has somehow managed to stay in the industry and celebrate its 30th anniversary this year. So, we would like to thank all the fans who have supported us throughout the years, as well as various business partners and freelancers who helped us along the way with developing and publishing games.

We thank all of you from the bottom of our hearts.

In order to commemorate the 30th anniversary, we created something that will find a home in the hall of fame and peoples’ hearts. While our main business is in developing games, we hope this video may put a smile on some faces.

It’s time for all that hard work to pay off!

Source: Arc System Works

Media Indie Exchange reveals the Evo 2018 MIX Indie Game Developer Showcase

Sometimes, it’s difficult to keep track of — much less get the time to try out — all the exciting and promising FGC-leaning projects in the indie gaming world. If you’re going to Evo 2018 this year, you have perhaps the greatest chance you’ll ever have to see the world of Indie Fighting Game Development — and its all thanks to Media Indie Exchange:

Media Indie Exchange is an organization dedicated to promoting developers of indie games, and their presence at Evo 2018 will help raise awareness of some 20+ titles, fighter or otherwise. If you see something that strikes your fancy in the trailer above, make sure you find your way to the MIX showcase at this year’s Evo!

Source: indieexchange

MarkMan to show off SoulCalibur VI on Avoiding The Puddle’s stream at 12:00 PM PT today

If you’ve been clawing at the bit for more in-depth information about SoulCalibur VI, then clear your schedule for noon PT today:

Mark “MarkMan” Julio will be showing off the highly-anticipated 3D fighter with the wildly popular Aris of Avoiding The Puddle. The stream will start at 12:00 p.m. PT on ATP’s Twitch stream. In addition to being the most well-known Voldo player in the world, Aris was the SoulCalibur II world champion — his insight and reaction should prove valuable (and interesting) in ways no one else’s would (or could).

Source: BandaiNamcoUS

Fighting EX Layer updated to version 1.0.7, adds Arcade Mode and some fixes

Show the CPU the power of your Gougi!

As promised, ARIKA updated Fighting EX Layer to version 1.0.7 last night, bringing an Arcade Mode into the title alongside some system fixes.

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If you were hoping for something that would elaborate on the stories of the FEXL fighters, you’ll be disappointed — this Arcade Mode is a basic series of seven fights without any intro/ending elements. But it does provide a nice way to practice against the CPU in an venue other than the training stage (as opposed to Kumite Mode). Go dust off your favorite Gougi deck and give it a try.

Source: FIGHTING EX LAYER (Twitter)

Super Smash Bros. Ultimate will have special exhibition matches at Evo 2018

As previously reported, Nintendo will be bringing their upcoming Super Smash Bros. Ultimate to Evo 2018. While the initial report indicated that they would just have a playable build of the game at their booth, now they’ve confirmed that the game will appear on the Evo stage as well.

Nintendo, via their Nintendo Versus Twitter account, have announced that there will be special exhibition matches for Super Smash Bros. Ultimate on the Evo 2018 stage. While they didn’t confirm who would be involved in these matches, they did state that it would feature “notable fighting game personalities”.

For those interested in catching these matches, the action is set to kick off on Friday, August 3 at 6:00 PM Pacific.

Evo 2018 takes place from August 3 to 5, at the Mandalay Bay hotel in Las Vegas, NV. Super Smash Bros. Ultimate, on the other hand, launches on Switch on December 7.

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Source: Nintendo (Twitter)

New details arise for Arc System Works’ upcoming Kill la Kill the Game: IF

Famitsu’s latest publication reveals a look into ArcSys’s latest title, based on Trigger’s popular Kill la Kill anime.

Kill la Kill the Game: IF is shaping up to be a wacky roller-coaster ride, much like its source material. This week’s issue of Famitsu gave fans of the series a taste of what they can expect upon the title’s release, and the details reveal a fun — albeit simplistic — experience.

The upcoming battle arena title will feature a super-simplistic control scheme, without any command moves; instead, players can use the d-pad and buttons alone to attack their opponents. Players will be able to utilize dashes, steps, and guards, as well as long-distance attacks to damage their opponents. The game’s combo system was described by Famitsu as nothing less than “button-mashing,” with cinematic finishing attacks that can be achieved with a combo’s final d-pad input.

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IF will also feature a rock-paper-scissors battle system, where one action out of three can overpower another action. These actions include “break attacks, blows, guards… read evasion attacks, and evasion actions,” and, much like the game of rock-paper-scissors, are weak against one action in particular out of a set.

The game will also feature a unique “verbal dispute” engagement between players, which can be activated by landing a special attack called a Ketsui Burst. Once the dispute begins, users will be able to use provocation, abuse, and mock actions in another rock-paper-scissors system (We can already hear it: “Kiryuin Satsukiiiii!”). Upon winning these disputes, victors will see an increase in their character’s stats, as well as a rise in their Ketsui (Determination) Levels.

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Although the game is currently only 35% complete, these details make IF out to be as absurd and action-packed as the anime itself. Kill la Kill the Game: IF is set to release in 2019 for PlayStation 4 and PC.

Source: Famitsu, via Gematsu

Try out Punch Planet’s new character, Maxx, early at tonight’s Wednesday Night Fights in Oakland, CA

Are you in the Oakland, CA region, or have the means to get there in the next few hours? The Level Up Series will be hosting some casual setups for the in-development indie fighter Punch Planet. These setups will be the first opportunity the public will get to try out their soon to be released Brawlin’ Alien, Maxx:

The ESAOakland location is located in Jack London Square at 255 2nd St. Oakland, CA. Signups/Casuals start at 6PM PDT.

If you aren’t able to make it out to Wednesday Night Fights but have a flight to Evo 2018, don’t sweat: Sector K Games will be demoing Maxx there, too.

We reached out to Sector K Games and sadly were unable to confirm if Punch Planet will get any stream presence tonight — but don’t let that stop you from stopping by WNF’s variety stream, you never know what may show up!

Source: PunchPlanet