The Official Tekken 6 Online Thread: Iron-Fisting Time!

zack1989

Performer
Feb 24, 2010
313
0
21
Karachi,DHA PH.1

Now This Is What Ponder(Creator Of GGPO) Says

To be 100% clear, my goal is to have these games to be played competitively at as high a level as possible online. If someone else finds a way to do it that’s better than GGPO, by all means I believe we should adopt that technique. Right now GGPO on the whole is a better solution than fixed or variable input delay, which is what most games use.
GGPO uses the CPU to compensate for the latency in the network by executing the game state for a frame several times. If you are using a very large percentage of your CPU to calculate the game state, then this can be an issue. My argument is that using a large percentage of a CPU to calculate the game state for a fighting game is unnecessary. Clock-for-clock 1 core of an XBox 360 (3.2 Ghz) is 200,000 times more powerful than the processor used for Super Street Fighter IV Super Turbo (16 Mhz) and over 100 times more powerful than the processor used for Tekken on the Playstation (33.86 Mhz). The differences in gameplay between ST and SF4 or Tekken 1 and Tekken 6 are not so dramatic as to require a 100x increase in CPU, IMO. It therefore stands to reason that you can use 95% of the CPU to increase the visual fidelity of the scene and still have plenty of CPU available to execute the game and run GGPOs rollback frames. If you design your game in such a way that you burn 20% of the CPU executing the game state, then you will have a problem, but it’s not necessary to design the game that way, especially a 2D, hit-box based game like Marvel or Street Fighter.

AND

In case anyone is wondering, I do not believe the technical considerations raised in this interview are very relevant to whether or not GGPO could be applied to a 3D game like Soul Calibur or Tekken. GGPO’s techniques do not require more bandwidth, and people currently play on GGPO all over the world, including areas like eastern Europe and South America which have notoriously narrow and high latency pipes.
Fundamentally, the rollback techniques used in GGPO use excess CPU power to compensate for latency in the network. Though no technique can completely eliminate the effects of latency, the ones employed by GGPO generally provide a better user experience to the input delay techniques used by most online fighting games.
 
Last edited:

amirparvez

Well-known member
Mar 3, 2009
2,370
0
41
Lahore
^:)..I think you are the one who broke many bones in Team Battle during meetup at HiOctane???

:(
HAHA well what can i say. Remember i beat everyone in team battle and left you guys to do the rest. Gawd that day was disappointing , i still cant figure out what happened to you guys down there :)

---------- Post added at 02:53 PM ---------- Previous post was at 02:51 PM ----------

i Will Try my beat to reach and Break some bones in tekken:gun::D
Would have loved to have some matches with you bro, Amaga told me about you but unfrotunately i did not come on the meetup . I have not played Tekken in a long time but would be looking forward to fight a round with you. your characters?

---------- Post added at 02:54 PM ---------- Previous post was at 02:53 PM ----------

LOLZ..Yup offline lagless FTW!..Lag is quite a hurdle while playing tekken..Tekken needs that smoothness. Even a LCD gives slight lag while playing Tekken...
Hey Dr.Tooth there is PG meetup this Sunday..I hope you can come there so that we can have a good Tekken Gang Bang :D And Amir Bhai I'm also waiting for you there..Its been long time, I haven't played it with you guys. :)
Was Iron fisting not enough that you have to use the Term " Gang Bang " lols.
 

DrSweeTooth

Active member
Jan 7, 2010
263
0
21
Karachi
had an awesome session wid balatkari, ketlord, paano n gsm7! maza aa gaya yaar...zamanay ke baad....we need to revive tekken online man! wake up everybody!! i knw it sux but sometimes it works very well...without any synching error!
 
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