![]() ![]() 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. It’s gotten to the point where even top players are spreading the message that online is extremely subpar, with the hashtag #FixUltimateOnline. ![]()
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