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Things that you hate/change about VF5 online

Discussion in 'Xbox Live' started by Warcri, Nov 13, 2007.

  1. Nagasumi

    Nagasumi Well-Known Member

    Actually I get less laggy games for VF5 than DoA4 with good reason. Word has it that the networking programing for DoA was an early form. The VF5 that Sega's using is a more enhanced version of networking that to me, ELIMINATES lag on non-idiotic connections.

    [you can tell if a 5yr. old setup his network vs. a CableNut Regedit enthusiast overclocker... aka me]

    I can easily pull off frame buffered techniques and have no need to 'lag lead' my moves. DoA4 had excellent online but if there's a category called 'sexcellent', VF5 is it...

    If ONLY it had DoA's lobby system... /sob
     
  2. cadorna

    cadorna Well-Known Member

    I'd like the stats too. One thing you can do now however is checking how many people there are online by tapping the "X" button and going into the players tab. I've been doing this since day 1 and I gladly noticed there are a lot more players lately than the 8-9 that I used to find late at night in the beginning. Last night there were 24 players online and it was already 2AM /forums/images/%%GRAEMLIN_URL%%/laugh.gif
     
  3. Neobeast

    Neobeast Well-Known Member

    According to David Sirlin (who is working on STHD right now), the lobby system in itself can be a great contributor to lag. This came up because he's looking for ways to get a lobby system in STHD, but only if it doesn't degrade the actual quality of the online play (obviously right now it's not looking good for lobbies).
     
  4. DaleDough

    DaleDough Member

    As long as no connection is made TO the players while a match is going, how can a lobby system possibly cause lag?
     
  5. Marginal

    Marginal Well-Known Member

    They still have to get data from the host, and there's still voice data flying around to all comers from both directions etc.
     

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