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The next big patch should be focused towards game configuration/fixing servers instead of a balance patch.#290

The title says it all. A year has passed since the game’s release, and we’re still facing the same configuration and network issues.

Here are the main points that concern me:

  • No shader compilation during startup/loading is beyond frustrating. This problem has lingered for an entire year. Downloading numerous mods and fiddling with various Steam Launch options in a desperate attempt to maintain FPS is exhausting—especially after each patch introduces new skins, stages, and effects. A Benchmark tool or something similar could hopefully make a difference.

  • We need the option to save our Network settings. Whether it’s in the main menu or the character select screen, having to adjust our settings each time we go online is incredibly tedious.

  • Please show opponent ping/ms and their connection type (Wired or WiFi) while queuing for ranked mode or playing online in general. Coming from traditional fighting games, I didn’t realize how vital this quality-of-life feature was.

  • The server issues continue to plague the game. One week, connections are solid in a region, and then after a patch, everything falls apart (Looking at you Dallas and Chicago).

In conclusion, while this game has provided me with some of the most enjoyable moments I’ve had on a platform fighter in years, there’s still a significant amount of work to be done in terms of game configuration, optimization, and addressing network problems. I truly hope these issues are resolved soon.

8 months ago
4

Opponent ping does not affect you when the game is hosted on a server, this is really not an issue.

I agree on everything else, network problems need to be sorted out.

8 months ago
2

Having a way to benchmark your connection to a given server would also be incredibly useful. Being able to know if I can have a reliable connection on a given server is invaluble for tournament.

8 months ago
1

@Kamui I think the real problem with online is the fact that the game will predict forever until you get inputs, which is really bad for ping spikes.

8 months ago

@Miscellaneous Shaun
no, if your RB frames are two and those two frames have passed your action is set into stone on the server. if the other person has 20 RB frames and does/sees something completely else they will get rolled back 18 frames if need be. The other player is never affecting you in a negative way and having more RB frames than the opponent is a huge disadvantage.

8 months ago

appart from shader pre compilation the game also needs modern graphic features that should already come backed in with UE5.
DLSS & FSR would be very helpful and i would love to be able to use DLAA since the games AA is horrible.
Also nvidia reflex would be very helpful since it can remove about 20-30ms of system input delay.

8 months ago
1
Changed the status to
Researching Options
7 months ago

We’re looking into the best way we can alleviate some of these issues currently - particularly your first couple bullet points. After we get a plan internally I’d like to share more (likely in a dev stream) about our optimization focused plans.

7 months ago
6

Let’s fucking goooooo!

7 months ago