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Forums - Gaming - Only one man managed Street Fighter V's netcode until its launch?

Found this on gaf: http://www.neogaf.com/forum/showthread.php?t=1221234

According to this man's linkedin page, this man claims to be the only person to have worked on the game's netcode during launch. That's pretty impressive considering the praise the Street Figher V netcode has. 

Here's the pic from Gaf:

And the link to the developers' linkedin page: https://www.linkedin.com/in/sungsoo-khim-49219817 

Scroll down past Summary to experience with the Capcom logo.

That's one competent developer! But maybe Capcom could have hired one more developer just in case?



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Plot twist: this man is actually an advanced AI computer that has the capability of doing a team's work all by itself.



 

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12/22/2016- Made a bet with Ganoncrotch that the first 6 months of 2017 will be worse than 2016. A poll will be made to determine the winner. Loser has to take a picture of them imitating their profile picture.

hershel_layton said:
Plot twist: this man is actually an advanced AI computer that has the capability of doing a team's work all by itself.

Nintendo could use someone like that for their Zelda team!

On another note, this man seems to have worked on multiple networks including Blizzard of Korea so I guess Capcom did a good job finding him. 



They should have hired this guy for ps all stars.



Where was he for almost every other SF title that has come out with online play.



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Isn't the SFV netcode shit? Or are you being sarcastic -- it's hard to tell sometimes.

Still insanely impressive on his part, and insanely pathetic on Capcom's part.



I have never understood how so many games release with awful netcode, This has been a solved problem for just about every type of online game in just about every gaming engine, framework and network coding stack for years. yet so many game dev teams think they will try and reinvent it and most inevitably fail with the same mistakes that were solved.



nanarchy said:
I have never understood how so many games release with awful netcode, This has been a solved problem for just about every type of online game in just about every gaming engine, framework and network coding stack for years. yet so many game dev teams think they will try and reinvent it and most inevitably fail with the same mistakes that were solved.

Because different games have different demands on a network side? I guess there is still framework and stacks available but that doesn't mean it works out of the box for every game.

 

OT:



walsufnir said:
nanarchy said:
I have never understood how so many games release with awful netcode, This has been a solved problem for just about every type of online game in just about every gaming engine, framework and network coding stack for years. yet so many game dev teams think they will try and reinvent it and most inevitably fail with the same mistakes that were solved.

Because different games have different demands on a network side? I guess there is still framework and stacks available but that doesn't mean it works out of the box for every game.

 

OT:

different types of games definitely have different requirements, however at a netcode level the requirements would fit into a relatively small batch of variants and each variant should require at most some minimal tweaking, in the end it is just a serious of commands and positional data going back and forth and there is only so many ways you can do that efficiently and effectively.