Gaming Why does Smash online delay always suck?

Der_Blockbuster

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I'm having a Nintendo Switch, which is connected via Lan, 100mbit down and 10mbit upload.
Playing Smash online is okay, you know but there's always this slight delay which makes it really a challenge to play.
I know that there are no designated servers, but I can't imagine that Nintendo played like this themselfs and said: Yeah this is perfect!

It makes 100x more fun to play local.
 
I'm having a Nintendo Switch, which is connected via Lan, 100mbit down and 10mbit upload.
Playing Smash online is okay, you know but there's always this slight delay which makes it really a challenge to play.
I know that there are no designated servers, but I can't imagine that Nintendo played like this themselfs and said: Yeah this is perfect!

It makes 100x more fun to play local.

This is fairly normal for all fighters, there's always an input delay to transmit the button input to your opponent, and vise-verse (masked somewhat by netcode implementations). This is true for all games, you're just not really aware of it in most since its not exceptionally button-input sensitive like a fighter.
 
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Try playing with someone in Australia, hot dog, the lag is obscene, reaching a full second delay at times. As far as I understand, ping is the deciding factor there rather than up/down speeds. I'm honestly somewhat hopeful that this homebrew lan connectivity solution for hacked Switches might end up better than Ninty's official service in that regard (not exactly the highest bar to set), because as it is now, trying to play with friends far away is utterly unplayable.
 
Try playing with someone in Australia, hot dog, the lag is obscene, reaching a full second delay at times. As far as I understand, ping is the deciding factor there rather than up/down speeds. I'm honestly somewhat hopeful that this homebrew lan connectivity solution for hacked Switches might end up better than Ninty's official service in that regard (not exactly the highest bar to set), because as it is now, trying to play with friends far away is utterly unplayable.

They're not going to defeat the laws of physics. This isn't "Nintendo services" this is literally P2P speed of light and communication speed limitations of each player's network.

It will also not employ any netcode implementation, so it will in fact be more obviously much worse as there will be no softening of the disparity as netcode is designed to do.
 
They're not going to defeat the laws of physics. This isn't "Nintendo services" this is literally P2P speed of light and communication speed limitations of each player's network.

It will also not employ any netcode implementation, so it will in fact be more obviously much worse as there will be no softening of the disparity as netcode is designed to do.
Ah, good to know. I won't hold my breath for it, then.
 
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Ah, good to know. I won't hold my breath for it, then.

In these P2P games, all the servers do is offer a matchmaking layer. They're not doing anything beyond that unless the game has some form of dedicated server, which is never the case for fighters.
 

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