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Ultra Street Fighter 4 will be played on X360 at EVO2015

Opiate

Member
Yes, the difference seem nearly non-existent on the basic level, but accounting for the games being built around a specific timing where people are in close proximity with single-digit frame counts to rely upon for moves connecting or not, doesn't it matter much more to the fighting game than a shooter or RTS, making even that tiny fraction of time even more important?

I don't think so. Fractions of a second make a huge difference in CS as well, for instance. Fire fights often come down to tiny fraction of a second differences in response time to an encounter. The most renowned Starcraft players often execute more than 300 actions per minute on average (that means they are making ~5 actions per second on average over the course of the game).

I'm not saying fighting games aren't reflex intensive as well; they clearly are. I just don't see how they are extra specially reflex intensive, if that's your point.
 

Onemic

Member
its not even that really. I mean it matters quite a bit but its still not an issue. The hugest setback is the driver issue and the time constraints.

Is this a madcatz/quanba problem? All 3 of my Hori sticks(hrap3, hrap4, and FE) worked with my PC out of the box
 

Opiate

Member
It sounds like PC infrastructure may be a serious issue: most games weren't supported at all until recently, and some major fighting games are still in the process of getting on board the PC. Not all controllers are supported as well by native drivers.

By contrast, there are a lot of keyboards/mice available (with hugely different ergonomics, including trackball mice, for instance), but basically all of them have native driver support. That probably makes something like an FPS much easier to handle. Does that seem right to someone with more experience than I have?
 

Nyoro SF

Member
Is this a madcatz/quanba problem? All 3 of my Hori sticks(hrap3, hrap4, and FE) worked with my PC out of the box

All drivers work with SF4 PC.

PC SF4 tournaments are easily possible since they support all sticks now no problem, but like RagingNight said, our tournament scene isn't prolific enough to support it. Most of our events are homegrown events and don't attract even medium size sponsors, much less PC ones that are willing to give good hardware. The ones at Super Arcade were OK (it was really great playing without stage lag) but were a bit low end computers, I don't recall any lagging at all though.

I will say that since SF4 wasn't built for PC there are other problems which slow the tournament down such as being forced to restart the game when plugging in a stick whose drivers have to install for the first time, or trying to assign buttons since there's no "controller per player side assignment" like there is in Skullgirls, GGXrd and BB. Those are the reasons why running an USF4 tournament on PC would be a problem.

SFV PC is likely to be a completely different beast though since they're designing for it from scratch. I anticipate much better support and fewer shenanigans.... installing a stick driver should allow the stick to be usable without having to restart the game.
 

Opiate

Member
It doesn't sound like that's only a "the tournaments aren't big enough" problem. That too, but not just that.

The other truth is that these games apparently have strong support/infrastructure already in place on consoles: publishers already set up to service them, arcade stick manufacturers who craft sticks specifically for each console, and so forth. It sounds like PC would need similar infrastructure in place to represent a plausible alternative.

As Nyoro says above me, SFV may signal increased support/infrastructure for the fighting game scene on PC. Who knows, we'll see.
 

Duxxy3

Member
I'm still not understanding this. I'm not saying you're wrong -- I don't know the fighting scene very well -- but I can say that virtually all major competitive gaming is done on PC, with genres like MOBA, RTS and even card games (e.g. Hearthstone) vastly outdrawing fighting games in terms of viewers and player base size, and all are done nearly exclusively on PC. Customization is generally considered a benefit to competitive gaming, not a detriment. Can you explain why fighting games would be different?

Again, I'm not saying you're wrong. Maybe fighting games really are different. I'm just saying from my perspective (I follow RTS and MOBA games along with Counterstrike), the games I watch would never be played on a console precisely because customization is so comparatively shallow. Rather than being a weakness of the PC platform, it's considered a strength.

And virus/driver problems are not an issue, even at large or open tournaments. I can't remember a time when it was, frankly, but maybe a decade+ ago before I watched, it was an issue.

I think in general that tournaments use the platform that is most commonly used for that game (the standard). CSGO is most commonly played on PC. SC2 is entirely played on PC. Call of Duty is most commonly played on console. Street Fighter is most commonly played on console. Etc etc etc.

I don't think it's any more complex than that.
 
I'm not saying fighting games aren't reflex intensive as well; they clearly are. I just don't see how they are extra specially reflex intensive, if that's your point.

Fighting games, at least, to me, require just a bit more precision in timing and consistency just down to the fact that you are always in the same small space, receiving and delivering meaningful action to your opponent. RTS and FPS designs have players all moving around large spaces, setting up other things, moving about on large playscapes that isolate their visibility and their actions from each other regularly. With fighting games, you're naked and always visible and potentially in contact with your opponent, like knife-fighters bound to each other at the wrists. That meaningful difference in design seem to make latency timing extra-specially important among the highest level players at tourneys who use their knowledge of timing and behavior of moves to manipulate, maneuver, and bait each other with all manner of head games and feints just as it's even more important to take advantage of having that small window of recovery to edge in a clean opening for followups. It's small, infinitesimally so, I know, but the difference still seems significant enough to make the distinction between tight and tighter when the games are balanced around that difference for high level play.
 
It doesn't sound like that's only a "the tournaments aren't big enough" problem. That too, but not just that.

The other truth is that these games apparently have strong support/infrastructure already in place on consoles: publishers already set up to service them, arcade stick manufacturers who craft sticks specifically for each console, and so forth. It sounds like PC would need similar infrastructure in place to represent a plausible alternative.

As Nyoro says above me, SFV may signal increased support/infrastructure for the fighting game scene on PC. Who knows, we'll see.

the problem is. Even if SFV does it well and has good support and runs everything fine.

The problem is what about tekken, guilty gear, blazblue, marvel 3 (that will never have a pc port in the new few years if ever), and etc?

Why would anybody bring a pc and a ps4 to play SFV, MKX and Guilty gear when you can just bring a PS4 and play with all of them.

Even if capcom did it, it would still not be enough to push the FGC to PC.
 
Can someone quickly fill me in on why this is such a disaster? I don't usually follow fighting games that much.
Sony, with Capcom, loudly and proudly promised a version of SF IV for PS4 that would be the gold standard for tournament play. What they released was the worst version of the game.
 
Sony, with Capcom, loudly and proudly promised a version of SF IV for PS4 that would be the gold standard for tournament play. What they released was the worst version of the game.

saying its the worse is putting it lightly. Its literally a broken mess. Certain characters and moves break the game completely.

Its like if you were playing chess on pc and just moving a knight/bishop/rook makes the game spaz out.
 

hesido

Member
Sony probably managed to save as much as 30% expenses on the port. Someone needs a promotion!

Of course I'm pulling the 30% from my ass.
 

Opiate

Member
the problem is. Even if SFV does it well and has good support and runs everything fine.

The problem is what about tekken, guilty gear, blazblue, marvel 3 (that will never have a pc port in the new few years if ever), and etc?

Why would anybody bring a pc and a ps4 to play SFV, MKX and Guilty gear when you can just bring a PS4 and play with all of them.

Even if capcom did it, it would still not be enough to push the FGC to PC.

Yes, I definitely agree. It can't just be some of the infrastructure -- it needs to be all of it. Why would anyone switch from a platform which has all the support to one that has some support?

That may never happen, and I'm not sure it needs to. Any advantages PC may offer over console are likely very slight (higher frame rates, etc).
 
Sony probably managed to save as much as 30% expenses on the port. Someone needs a promotion!

Of course I'm pulling the 30% from my ass.
Well, they've made a lot of their EU functionality testers redundant over the past year so saving pennies everywhere I guess.
 
Yes, I definitely agree. It can't just be some of the infrastructure -- it needs to be all of it.

That may never happen, and I'm not sure it needs to. Any advantages PC may offer over console are likely very slight (higher frame rates, etc).

PC version would bring almost near zero benefits gameplay wise to the FGC realistically speaking.

With the PS4, game should be running at a constant 60fps with no frame drops (very few games dip under 60 in normal play on ps3/360 for most games)

The benefits to move to PC are all tournament related. It means bigger sponsors, bigger exposure, bigger paychecks.

Honestly, I think the FGC will never ever move to PC. I mean a game's scene might but not the FGC as a majority.
 

SRTtoZ

Member
Why would Sony/Capcom put this game in the hands of such a shitty developer? I looked at their credentials and the only game I actually recognized was the MK Kollection and word has it that they completely fucked up that game too and to this day has screen tearing in a 2d fighter. They have no one to blame but themselves.
 

hesido

Member
For people talking about logistics for setting up USF4 on PC, keep in mind it'd also be a nightmare on PS4 with the way the driver works, if you aren't familiar with it.


For two players:
– Power up the PS4.
– Use a PS4 controller to sign into an account or the guest account.
– Load up USFIV.
– Once the game has loaded, player 1 should unplug the PS4 controller, yet ensure that it remains synched and plug in a PS3 stick of choice into one of the vacant USB slots. It should now function.
– Player 1 should head to versus mode.
– Once at the selection screen, Player 2 will then have to sign into another account or a guest account.
– Once signed in, Player 2 should then press the “option” button to join versus mode.
– Player 2 should now be able to move around the selection screen.
– Once this is completed, player 2 should unplug in the PS4 controller, yet ensure that it remains synched and plug in a PS3 stick of choice into one of the vacant USB slots. The stick should now function.
– Please note that:
the PS4 controllers will also control the characters even though the PS3 sticks are plugged in.
the PS4 controllers used to sign in must remain synched to the PS4. If either loses power or connectivity, the corresponding joystick will become deactivated.

All this tells me that if Sony is serious about Street Fighter and fighting games in general, they should support the sticks on the OS level. This is too cumbersome.
 

Duxxy3

Member
All this tells me that if Sony is serious about Street Fighter and fighting games in general, they should support the sticks on the OS level. This is too cumbersome.

Hopefully it will by the time Street Fighter V comes out. It will be a really rough transition otherwise.

edit: And holy shit that is an awful work around.
 
v1F1hk3.png


(any excuse to use this meme for the first time.)
 
Why does it matter which platform the game gets played on, advertising purposes?

Sony put up 500k in prize money for the capcom pro tour for SF4 (which EVO is part of) to promote SF5. All the pro tour events will probably end up playing SF4 on xbox 360. Yeah.
 

Mengetsu

Member
The fact the trailer and ad shows that without them testing it just shows pure stupidity. I will never believe anyone at Capcom or a pro fighter played this build before release and would say any of this unless they were near blind. I feel bad for both parties here and the fans who spent there money on it what a mess.
 

Justified

Member
All this tells me that if Sony is serious about Street Fighter and fighting games in general, they should support the sticks on the OS level. This is too cumbersome.

Thats how the driver works in MKX because of how the driver was coded in. Normally you wouldnt have to sync the PS4 controller first
 

ibrahima

Banned
Thats how the driver works in MKX because of how the driver was coded in. Normally you wouldnt have to sync the PS4 controller first

I see this in two ways. Either there's more to this than 'that's just how they did it' and there's some kind of best-practice model for tying accounts (guest or otherwise) to players that Sony mandates or strongly pushes that Lab Zero haven't gone with for Skullgirls. I could be completely wrong on this and anyone who knows better is welcome to say. Skullgirls isn't out yet anyway, so it could change whilst it's going through certification. Ravidrath if I'm completely off the mark here let me know.

On the other hand it's similar to how you have to sign in both players on HD Remix and MVC2 on 360, which were Backbone/OtherOcean ports. So they could just be purposefully implementing something that is a pain in the ass to use because they are complete assholes.
 

RyudBoy

Member
If I had a PS4 I probably would've preordered this piece of shit the day it was announced. How the hell could they screw this up so badly?

And LOL @ IGN and USGamer
 
One could argue all these quotes are just in reference to USF4, rather than PS4 USF4.

Fucking hell though.
"Best version of the generation defining fighter" pretty much kills the others and sets the context, unfortunately. No matter how we look at it, it's terrible :(
 

Mr. X

Member
I see this in two ways. Either there's more to this than 'that's just how they did it' and there's some kind of best-practice model for tying accounts (guest or otherwise) to players that Sony mandates or strongly pushes that Lab Zero haven't gone with for Skullgirls. I could be completely wrong on this and anyone who knows better is welcome to say. Skullgirls isn't out yet anyway, so it could change whilst it's going through certification. Ravidrath if I'm completely off the mark here let me know.

On the other hand it's similar to how you have to sign in both players on HD Remix and MVC2 on 360, which were Backbone/OtherOcean ports. So they could just be purposefully implementing something that is a pain in the ass to use because they are complete assholes.
They had the ps4 Skullgirls playable with driver implemented better at events since they did the driver to make sure a variety of hardware worked. Afaik, LZ are trying to get nrs to do it the SG way now.
 
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