Since its release, Street Fighter 5 had some major netcode issues (that were also present in Street Fighter 4). This issue could cause one player’s game to lag behind the other’s online, thus introducing artificial lag. And in just two days, a modder was able to fix what Capcom has been unable to for the past 4 years.
Modder Altimor has shared some additional details about this netcode issue:
“When the players’ “clocks” are synced, if there is e.g. a 4 frame packet round trip time between them, each player should be 2 frames ahead of the time of the last received input from their opponent. Players should normally experience 2 frame rollbacks.
If one player lags behind, the other player will receive inputs from farther “in the past” than they should. This can be up to 15 frames. This can cause unnecessarily big rollbacks and artificial lag. The player that’s behind may even be receiving inputs that appear to be “in the future” to their game and never experience rollbacks at all.”
Therefore, this fix ensures your “clock” never gets more than half of your packet round trip time ahead of your opponent’s. As a result of that, players will never experience any additional artificial lag or rollbacks.
Altimor claimed that he was able to fix this netcode issue in just two days. Two days. According to the modder, most of that was reverse engineering. What’s funnier here is that this fix would take like 30 minutes with the source code.
Needless to say that we highly recommend downloading and using this fix. From what we know so far, this will not get you banned. Furthermore, this fix will work even if your opponent does not use the fix.
You can download the Street Fighter 5 Netcode Fix patch from here.
Have fun (I also had to included the following parody video)!