Community The "Buff the Netcode" thread

Anyone have any suggestions on how to deal with Highway Traffic?
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Were the players all nearby? I'm not sure how much of an impact having lot's of spectators has, from what I can tell they aren't completely synced to the active match and DoA5 consumes a small amount of bandwidth however it could also be that trying to stream and route replay data to 12+ players is too much for consumer network equipment. It's difficult to say without thorough testing and a way to see latency in milliseconds in game. I did see an interesting approach in one strategy game netcode where spectating has also always been an issue due to P2P networking, all the spectator data was transmitted to a central server and run at a slight delay, this way active players only had to maintain a connection to players in the match + the spectator server. It also provided some other interesting advantages such as tournaments could be spectated by 1000s of people in game and you could have people spectating ranked automatches as they occur as spectators didn't have any potential to cause lag for players.
 

Princess Kasumi

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To the people that think VF5FS is less laggy. It may look lag free but it definitely has lag inputs. (which is kinda heavy) sometimes in the matches.
 

Nereus

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To the people that think VF5FS is less laggy. It may look lag free but it definitely has lag inputs. (which is kinda heavy) sometimes in the matches.
Depends on where you're from. Of course it's not lag-free but if you're fighting someone from Murica and you're from Denmark.. it's going to be pretty bad anyways
 

BlankOctober

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I think that TN and KT needs to recruit the help of some of the folks from Bandai Namco to assist with the netplay, since TTT2 is almost flawless and SCV is pretty beastly in its own right.
 

JKT

Well-Known Member
I would love for DOA5LR to adopt a World Arena feature (Global Coliseum in SCV). When I moved away from SCV and began playing DOA5U, I was honestly surprised no such feature existed! For those of you who aren't familiar with SCV, here's a quick rundown...

Here's what the SCV Global Coliseum looks like. Apologies for the LQ video, but its all I could find. Just watch the first 12 seconds for a visual of this in motion:


If you want a brief description of the features, read further.

The illustrated rectangles you see is your own counter. You move around with the directional input and either challenge opponents, go to a ranked tournament battle (top large red rectangle), or a random battle by dragging a cursor on them and selecting it.

In SCV, the Global Coliseum allows for players to make smaller lobbies called "lounges". There's also a ranked tournament every month or so (?), so players who enter randomly fight others for the highest . There's a leaderboard which shows who has the most wins. It adds a competitive element to the online experience. Not only that, but in the Global Coliseum, you can opt to fight other players randomly with a random battle feature (bottom large gold rectangle). So if you don't want to confront anyone, you can go to that section and wait for someone to join in.

With both features you can see how many people have entered - so if say 20 people have joined a Ranking Battle tournament, you will know you can easily find a match. If just say 1 person entered, you'll see there's no point and you can just challenge other players yourself. Before accepting a battle, you can also see the connection of the opponent, so if you weren't fond of say a 2 bar opponent, you can decline their challenge.

The amount of options you have from this kind of World Arena added so much variety; finding a battle was so simple. Its unfortunate TN haven't attempted to adopt this seamless online experience in recent iterations of DOA. Hopefully TN reads this ^^!
 

oMASTER LEGENDo

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It's been established that DOA5LR will continue to have the same servers as Doa5 ultimate for current gen being an "update" of last round for now we can only hope for Next-Gen servers so i guess before playing DOA5LR i have to save up $550 plus tax i hope someone will hire me by then.:(

I would like people to come back to this thread next year to report the stability of the Next-Gen Doa Netcode just to let other players know. I hope you guys enjoy DOA5LR and make sure to stream so i can watch all the new stages.:)
 

lotr9690

Well-Known Member
I just want to voice my wholehearted support for this petition (I and four of my friends are going to retweet as soon as I figure out how Twitter works). I play exclusively online, or in the arcades. I use an Ethernet cable and am a type 1 connection, etc. -- basically I've got optimum conditions.

People still drop connections when I play them and it's so frustrating. I have pretty much every fighting game on the market; most of them are much more complex than DOA. They haven't dropped once. At all. It's ridiculous. They need to spend more time with this netcode. There's no excuse. There's no explanation. This is where the resources need to go. I don't want to see anymore DLC until this is fixed. This is not negotiable.

Also, Persona 4 Arena Ultimax's lobby system is probably my favorite.
It's quick, easy to use and intuitive.


 
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crapoZK

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So, my friend who lives about 10-20 miles away from me played some matches online. We get a 1-bar connection. What the fuq?

DOA could a GGPO style code, or even take notes from the amazing DOA4 netcode.
 

crapoZK

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DOA4 was pretty bad as well from what I heard.
Imo, it wasn't that bad, I would be pretty lag free until someone from Pakistan would join the lobby (Which was rare for me).

Even if the netcode was bad, it's still better than DOA5's.

I'm still taken on the GGPO type code.

(My tablet is stuck on italic)
 

Matt Ponton

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Were the players all nearby? I'm not sure how much of an impact having lot's of spectators has, from what I can tell they aren't completely synced to the active match and DoA5 consumes a small amount of bandwidth however it could also be that trying to stream and route replay data to 12+ players is too much for consumer network equipment. It's difficult to say without thorough testing and a way to see latency in milliseconds in game. I did see an interesting approach in one strategy game netcode where spectating has also always been an issue due to P2P networking, all the spectator data was transmitted to a central server and run at a slight delay, this way active players only had to maintain a connection to players in the match + the spectator server. It also provided some other interesting advantages such as tournaments could be spectated by 1000s of people in game and you could have people spectating ranked automatches as they occur as spectators didn't have any potential to cause lag for players.

Ah, yeah. The screen shows they're on Xbox. So, the thing with Xbox players is that each of them generally are in their own Xbox LIVE party (which can hold up to 8 players each). Additionally, voice support from both Xbox LIVE parties and in-game lobbies affect the lag. My previous employer had me test multiplayer games in network conditions. Matches that were 16 player lobbies would crawl to a hault if everyone was talking at the same time. So you have 16 players in that lobby, each with the potential of 7 other players tethered to them ( 7 * 16 = 112 possible player connections).

As for spectator delay, DOA5 already utilizes it.

That, plus people streaming matches doesn't help.

Which still boggles my mind since they make so much money from half-assed costume DLC and Dynasty Warrior milkage.

The money is primarily going to give us game patches and updates.

GGPO style rollback code.

I believe they've said the main issue with GGPO style rollback is the game's interactive environments make it difficult due to stage transitions. However, I believe with enough money and time they'd have gotten it to work, but money and time aren't things that Koei Tecmo afford.

Imo, it wasn't that bad, I would be pretty lag free until someone from Pakistan would join the lobby (Which was rare for me).

Even if the netcode was bad, it's still better than DOA5's.

I'm still taken on the GGPO type code.

(My tablet is stuck on italic)

Maybe in England it was better due to the smaller region, but in the states it was just as bad as DOA5 is for me. A "great" (green) connection would be around an 6-13 frame variable delay. Throwing off all my timings, but the community just went with it because no one competed offline for the game and there weren't any better console netcodes implemented at the time.
 
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