Anon 05/16/2020 (Sat) 23:39:35 No.6016 del
now, diving into the Them´s Fighting Herds territory and EVO online...

>>5996
>I had always herd of Nintendo's ineptitude when it came to internet (weren't they the last to have online connectivity?) but this is something else. Admittedly I haven't kept the best track of Mane6 team that well and TFH.
well, if you want to know how AWFUL the online that Nintendo offers to the players, I am linking this video that explains, not only the troubles with Smash but also, how different netcodes work and how Nintendo players have to deal with all these problems by paying Nintendo´s online (as they are exposed in pic related, which is armed robbery but their fans dig it for...reasons) :

https://youtube.com/watch?v=IU8thk6JnwA [Embed]

Why was Nintendo cut from EVO and TFH entered in the lineup instead?
If you are not going to watch the video, I will try to sum it up. There are two types of netcode here: 1) Delay Based Netcode and 2) GGPO or Rollback Netcode.

The former has been used in all the Japanese games and this becomes more apparent in fighting games in which every frame matters. One of the players´ systems has to send inputs to the other console or PC and by doing so, there are a few frames of delay during the process but as the online is varies according to the region and/or wifi service of each user, this does add the problem that more frames of delay can appear in the middle of the input delivery. This netcode is used broadly in Japan and, as we are talking about an island of a small size, Japanese companies don´t feel the need to change the netcode because the connectivity in their country is consistent among Japanese players. However, you can´t afford this in the Americas nor in Europe because their sizes are bigger and so, the lag becomes more apparent because of the distance between the players.