>>8906
>you should find that in your SWRSokuRoll.ini
It was 2
Why would the default be the worst connection an american could physically have to anywhere shy of the literal south pole?
>Remove all delay frames and the framerate will go to shit immediately afterwards
I've been hosting for randoms with 0/4 delay/rollback and I've seen visible rollback twice (<10 frames) out of 30 matches. I've never seen a host with <130 ping, there's no way these are just people in my city or some shit. Framerate is steady.
>Most people don't want to go past 4 rollback frames because the game becomes an unplayable teleporting shitfest, and in that case the rest of buffer frames will have to go to input delay
It is literally 0% better if you put it in input delay. You still have the same amount of blindness (same total frames of not knowing) but also it'll fuck with timings and eat a properly timed DP or whatever. It's completely unacceptable to hit hard timings on reaction and then have it just get deleted by shit netcode, that's literally the entire point of using rollback, you literally cannot learn how to play a game if the input delay varies invisibly.
+1 is only ambiguous because you just think you've messed up the input, so you gaslight yourself and become a worse player after being exposed to it. Maybe I have brainrot from tekken and it's just frame bluespark stuff but this is driving me insane I have no idea what I can and can't buffer because I'll do 236 out of blockstun and I have no idea if the timing was wrong but it was delayed and buffered, or the timing is right and buffered, or the timing is wrong but delayed and not buffered so it happens to be right even though it's wrong and it'll work but I'll do it again with exactly the same timing and it won't work. I can't even tell what does and doesn't buffer cos it could just be delay.
>even in most other games
Every game designed for netplay in human history has a baked in input delay that's present in offline equally to online that's used as the buffer and connections that aren't within that range are generally unplayable unless it's like a FPS with clientside hitreg.
The delay has to be the same always no matter what. Offline soku is +0 and that's soku, so it has to be +0 in this case. You can have an intrinsic 6 frame delay so long as it's still there offline (tekken has this) and doesn't vary (I wish tekken had this).
>buffering
What can you actually buffer? Is it motion buffering (e.g. 236 via 2 at -2f, 3 at -1f, 6 on the first frame you'd be at neutral/able to cancel), or is there an actual buffer window, or unlimited buffering? I know you can buffer some motion cancels by just holding them, but you obviously can't just buffer specials whenever, I can see that by testing for half a second. Are there actually 1 frame DPs?
>236B will still come out but it will get used in the opposite direction (so it will be aimed at the opponent that is to the left). If you don't actually buffer and instead do it once the action is over then you will turn around immediately and the 236 will register as a 214
Huh? Is buffering a frame perfect thing which has special properties if you hit the motion exactly, or is this bullshit? If you never go to neutral why do you turn around?