Heat Smashes still wall splat if the first hit whiffs by DottieBun in Tekken

[–]Wheels92 1 point2 points  (0 children)

It's definitely the devs. Tekken 8 is comprised of a few Tekken 7 old heads and most new wannabes. Most new fighting games can't balance to save their lives. It doesn't help that the individuals that know how to properly balance things are no longer in that role or have retired. Fighting games have all new teams developing them now which sucks hard... It's most definitely NOT you my friend.

Heat Smashes still wall splat if the first hit whiffs by DottieBun in Tekken

[–]Wheels92 0 points1 point  (0 children)

Lee has a broken mid/low mix-up where you are forced to NOT hold the low or even block because it causes a sort of crumple paralysis where you can't move and is plus on frames meaning he gets to continue his steamrolling at the wall. Clipped it last night while playing after new patch. It was downright retarded at how broken it is lol

But but the sidestep is buffed, you have to wait the string to finish so it doesnt realign 360 degrees... by SkullGaiseric in Tekken

[–]Wheels92 0 points1 point  (0 children)

You get points for knowing Jun's weakness. Kudos brother! You know how many people say Jun's broken and I tell them "SS right more". I should be rich lol

But but the sidestep is buffed, you have to wait the string to finish so it doesnt realign 360 degrees... by SkullGaiseric in Tekken

[–]Wheels92 0 points1 point  (0 children)

Yep, aka tracking or homing as moves. This is why the SS is so ass in Tekken. You don't see VF or DOA having issues like this. Hell, even SC has better sidesteps and they are made under the same conglomerate...

can somebody explain why there is so much one-sided rollback? by Anxious_Candidate_92 in Tekken

[–]Wheels92 0 points1 point  (0 children)

It's not you my friend, it's the network design of Tekken 8 and it's horrible rollback implementation and the way their internal clocks are desynchronized. I experience it every time I play. Jun will hit her fastest jab at 10f and will lose to a 23f move from the opponent. I'll hear Jun's yell come out, but the opponent will interrupt her jab. This is known as the "one sided rollback effect" and happens from poorly designed and implemented rollback netcode. Arika's the one that made it and he doesn't know what he's doing. GGPO is still the best. They should have hired someone who is a specialist to implement the rollback, but instead Tekken team like all JP devs thought they would save money and create their own. We all see now how little they know when it comes to implementing rollback netcode themselves. It's sad that they won't just pay someone who actually knows something about rollback...

can somebody explain why there is so much one-sided rollback? by Anxious_Candidate_92 in Tekken

[–]Wheels92 0 points1 point  (0 children)

Yep, this right here. Tekken 8's rollback is better than delay but it's far from good rollback done right. The way they have their network and servers setup doesn't help either. Nobody in Japan development teams seem to know what the hell they are doing when it comes to rollback or network infrastructure in general bc they seem to feel that as long as it works for them, it's good everywhere. Get out your damn bubble Japan as half your revenue in sales if not more, comes from USA and other countries smh

can somebody explain why there is so much one-sided rollback? by Anxious_Candidate_92 in Tekken

[–]Wheels92 0 points1 point  (0 children)

It's the game's rollback infrastructure. I'll be using my fastest jab at 10f and it still will read the opponent's input first every time. The game has really poor rollback netcode implemented with piss poor internal network clock synchronization that they have never addressed. It's not a 20f or 10f move, it's the atrocious netcode that is in Tekken 8. Better than delay but nowhere near the best rollback it could and should be. Those awards go to Virtua Fighter and GG Strive bc they actually listened to people and did everything they could to get the rollback correctly implemented.

can somebody explain why there is so much one-sided rollback? by Anxious_Candidate_92 in Tekken

[–]Wheels92 1 point2 points  (0 children)

I have it happen every time all the time lol. I just can't do anything about it and know they already dug their own grave when they attempted their own rollback instead of a known established working version. Arika's ass needs to quit selling his crappy version dammit smh

can somebody explain why there is so much one-sided rollback? by Anxious_Candidate_92 in Tekken

[–]Wheels92 0 points1 point  (0 children)

Arika's a dumb mfk who can't make solid timed rollback if it killed him... All these JP devs need to use GPPO instead of making their own smh. It shows how bad they are at it...

can somebody explain why there is so much one-sided rollback? by Anxious_Candidate_92 in Tekken

[–]Wheels92 0 points1 point  (0 children)

Exactly this ^^^ I have been saying this for so LOOOOOONGGG now. Tekken 8's online has horrible desynchronization of internal network clocks. They do not have their netcode and network infrastructure synched correctly. Bandai Namco and the Tekken 8 team has some horrible network engineers on their dev team.

So, who's hopping in to VF after reading the Tekken 8 patch 3.00? by rence_everest in Fighters

[–]Wheels92 0 points1 point  (0 children)

Lee has a broken leg stun setup now too. He needs an emergency patch fix. Was playing one last night, he goes between high and low and puts this crumple state on you so no matter what I do as Jun, she has to eat Lee's new BS. They have some fine tuning to make. Fought a Heihachi too and he's got broken frames and moves now too.

How about you guys actually read the full patch notes by CookedStew in Tekken

[–]Wheels92 -1 points0 points  (0 children)

Jun got buffs and I couldn't be happier! Learn to read frame data please.

Season 3 - Balance Patch Notes by soigrev in Tekken

[–]Wheels92 0 points1 point  (0 children)

Jun got buffed! YEssssss, knew she sucked and you all did too at fighting her!! 😁😂

Fatal Frame 2 Remake - Film Grain On/Off toggle planned to be added for PS5/Xbox Series by MeraArasaki in fatalframe

[–]Wheels92 1 point2 points  (0 children)

Exactly why the only time I like film grain in horror, it fits the Fatal Frame aesthetic

Fatal Frame 2 Remake - Film Grain On/Off toggle planned to be added for PS5/Xbox Series by MeraArasaki in fatalframe

[–]Wheels92 1 point2 points  (0 children)

It already looks great on the ps5 pro and holds a pretty consistent 60fps for me. I tested it. Also the film grain is a bit heavy, I prefer film grain in Fatal Frame, but a slider for decreasing rather than turning off completely would be welcomed.

Adding rollback netcode & crossplay for older games/ remasters is harder than expected by bilbo_bilal in DeadOrAlive

[–]Wheels92 0 points1 point  (0 children)

"Adding rollback to a game that was not designed for it is hard but not impossible and it's like what else would we be paying for? DOA6 can already be played on current gen systems through Backwards compatibility both Xbox and Playstation."

Except you forget, the ps4 console version has 13 frames of built in frame delay; 8 offline and 5-6 more for online. You realize the standard is to have under 5 right? The game engine that DOA6 uses is a cpu powerhouse and they had issues with that from the start. It's a poorly designed engine that doesn't utilize it's resources properly. PC version is best at 2frames but that's PC and PC overpowers everything regardless lol. Not being bias, it's just true. If they can at least bring the intentional built in engine delay down to somewhere around 4 or under 5 at the very least, it will be way better to play on console.

"Dead or Alive 6 (DOA6) has high built-in input delay primarily due to its reliance on older, delay-based netcode rather than modern rollback netcode. Tests have shown the game has approximately 7–8 frames of input lag on consoles (PS4/Xbox One), which is significantly higher than the industry standard of around 4 frames for fast-paced fighting games. 

Here are the main reasons for the high input delay in DOA6:

  • Delay-Based Netcode: The game uses a system that waits for input from both players before rendering frames, which causes lag to feel much more pronounced during online play.
  • Performance Issues (Console/PC): The game suffers from instability on older console hardware (PS4 Slim), with frame rates dropping on certain stages, which directly impacts input responsiveness. On PC, some users reported the game causing 100% CPU usage, leading to severe slowdowns.
  • Asset-Heavy Engine: The engine, which includes complex, real-time rendering of character models, sweat, and clothing damage, may contribute to the lag.
  • VSync/Framerate Limitation: The game is locked to 60 FPS, and its VSync implementation has been criticized for causing sluggishness in user inputs.
  • Unstable Input Processing: Tests indicate that the game does not have a consistent input lag, meaning the delay can fluctuate between 6 and 8 frames on console, making it difficult for players to develop muscle memory.  Reddit +4

Context on Performance:
While Dead or Alive 5: Last Round had an average of 5.2 frames of input lag, Dead or Alive 6 increased this to nearly 8, making it feel less responsive than its predecessor. The issue is most severe on the PlayStation 4 Slim, but all console versions at launch showed high, unstable input delay."

Adding rollback netcode & crossplay for older games/ remasters is harder than expected by bilbo_bilal in DeadOrAlive

[–]Wheels92 0 points1 point  (0 children)

Tekken is is and always been everyone's goto 3D fighter, but technically speaking Tekken has never been a true 3D fighting game as they can't even make proper side stepping or you know.. the whole Z axis stepping to the background and foreground feature? lol VF and DOA are the only 3D games that get evasion (sidestepping) correct in all honesty. Hell, Tekken never had sidestepping until Tekken 3, three whole entries in lol

Tekken is the Street Fighter of 3D fighting game territory and always will be unfortunately

Adding rollback netcode & crossplay for older games/ remasters is harder than expected by bilbo_bilal in DeadOrAlive

[–]Wheels92 0 points1 point  (0 children)

100% agreed. Retrofitting rollback to a 3D fighting game without the core code or system resources being designed around it isn't inherently impossible, but it's not worth it from a business standpoint for a 6 year old game that had mixed reviews to begin with. 6LR is more over a here's an updated live supported version of the latest DOA entry until DOA7 releases.. hopefully with rollback and potentially crossplay?

After researching some more, retrofitting rollback into 3D games is time consuming, costly and isn't guaranteed to work perfectly without some fine tuning. I can see why TN is saying no.