The upload speed is even weaker, as the highest I’ve managed to get through multiple tests, is a weak 28.2MB upload speed.Īgain harking back to other hardware, this time, the PS4, the Switch pales in comparison. In contrast, PCs can get significantly higher values than that, some even breaking into the hundreds of megabytes per second. That tidbit of info is weird in its own right, as the system appears to have a 60MB download speed limit. Problem number two lies in the fact that, even with an ethernet cable plugged in, the system seems to have a fixed download speed limit. Even further so, its direct competitors, the PlayStation 4 and Xbox One, have built-in ethernet ports on the backs of their consoles, with no $15 add-on needed. That’s just ridiculous in its own right, requiring a $15 add-on to a console just to play at the best available connection quality their house/apartment can offer. The system to be docked (cannot be portable or on Switch Lite).In order to use a wired ethernet cable with your console, you need: The first of those issues is that there’s no native broadband support. The Nintendo Switch itself has two very glaring problems in relation to online play. In Relation to the Nintendo Switch Itself Mortal Kombat 11 has 4.4 frames of input delay (seen below. Skullgirls 2nd Encore has 3.5 frames of input delay (Twitter thread here ). In contrast, a lot of fighting games have lower native delay than that, like Guilty Gear XRD ( with 1-2f delay on PC depending on the screen and fixed 4f on PS4 ). Even in the most optimal conditions, players are playing with 7 frames and up of delay, which can feel very uncomfortable to play (for context, Ultimate runs at 60fps, so that means 1/10 second of delay or higher). Native input delay, as a side note, is the number of frames the game takes to detect an input from a controller (Smash Ultimate has 6 frames of native delay (source: Polygon )).ĭelay based netcode adds frames of input delay on top of those six to seven frames. The way delay-based netcode works is that after the two players connect, the game dynamically adjusts the input delay based upon the connection quality of the players, on top of the game’s native input delay. A couple of examples of rollback netcode include Killer Instinct and Skullgirls 2nd Encore. ![]() Examples of games that use delay-based netcode include Dragon Ball FighterZ and Granblue Fantasy Versus. It’s one of two netcode types most commonly used in fighting games, the other being rollback-based netcode. Ultimate utilizes a form of netcode commonly known as delay-based netcode. How Online Works With Ultimate And Other Fighters But before we get there, we have to talk about how Ultimate, and how the Switch itself, handles online play. He did this 30 times and then put an average together.It’s gotten to the point where even top players are spreading the message that online is extremely subpar, with the hashtag #FixUltimateOnline. In order to test, GigaBoots used a high-speed camera to check the amount of time it takes between pressing a button and a character reacting in game. YouTuber GigaBoots has done amazing work cataloging all of the input lag from every version of Smash. But like tier lists, input lag really isn't a problem for the rest of us meer Smash mortals.Įven if it won't affect most of our games, it's still interesting to take a look at the input lag in Ultimate. According to an article on Inverse, the lag between a normal LCD and a CRT is 17 to 18 microseconds, which matters when split-second decision making can be the difference between tens of thousands of dollars or going home empty-handed. Input lag in Melee is such a big deal, that the game's top tournaments are played on old-school CRT (cathode ray tube) televisions. ![]() For pro players that are inputting multiple button presses as quickly as possible, that lag can be deadly. ![]() When you press a button on your controller, it takes the game a few frames to recognize what has happened and to activate the action. Lag has been part of gaming since its inception (you know there had to be some guy in the 1970s who thought his Pong paddle wasn't moving fast enough.) The Smash games have always had to deal with a certain type of lag called input lag. There's always one person in the group who just can't take that their Incineroar might not be perfect and has to blame "lag" for why they lost so badly to your Toon Link. Groups of friends, strangers and coworkers have gathered around their LCD television screens to figure out who's the best Smasher around. Ultimate has finally made its long-awaited appearance on the Nintendo Switch.
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