[No Commentary] Ultimate Marvel vs. Capcom 3 -- 22 January 2022, Parsec Stress Test (1/2)
All the fat trimmed away, but if you wanted us to chew the fat (ew?) instead:
https://youtu.be/SN7_14Ljzpw
Because I absolutely crave needless complications and redundancy!
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I don't think I'm exceptionally qualified to analyze individual matches, and we were mostly just playing around in the garden after having been gone from it in so long, so I don't think there's really a lot to be said for it.
If you REALLY want me to change that, you can complain about my uncharacteristic lack of verbosity. (I know, it's surprising to me as well!)
That's mostly because my head's in the technical nonsense hemisphere right now. No room for knowing how to play the game (though that WOULD be a plus, I'm sure!), I'm just thrilled to be ABLE to play the game again!
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So, back up some odd time to the grand old days of fighting games of yore. We were JUST starting to be able to take online play for granted in ever so many genres and the quaint little networks of separated-out platform-by-platform ecosystems almost felt like they were on their way up in the world.
But it still required you get other people to buy the game, agree to play, sometimes pay a (not-so-)little subscription fee, hopefully work out all the technical snarls along the way... it was all frankly a menace, and I wonder how on earth I ever got any takers at anything ever at all!
And the real icing on the cake was the actual network performance besides. Sure, you COULD play what passed for a facsimile of the underlying fighting experience... ... ... but you'd also be subject to some rather potentially monstrous latency depending on a dizzying array of potential culprits that even your savviest end user is frankly not even remotely prepared to fend off.
So, you "can" play with your friends... if all the stars properly align... and you're not especially picky about the quality of said experience... ... ... yeah, really cheerful snapshot of an entire era of gaming...
Fast forward several hardware generations, and (otherwise totally unrelated and despite the problems I've described) we've finally got a decent amount of userbase penetration on tools to let us communicate in real time, first in word... then in voice... now in VIDEO?
In a real leap of ingenuity of epic proportions that I honestly would've expected sooner and always fondly hoped might one day somehow magic its way into becoming reality... not only can we send the video to the eyes of a purely hypothetically adoring public, we can send... button presses!
So what this means is that we can be playing a game in one part of the world... and remotely add another player just through providing a video feed and interpreting some inputs and sending them back to the source... and it will WORK! ...even with an entire ocean between the endpoints!
If that isn't actual witchcraft, I don't know what is.
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I've included enough about the surrounding circumstances to make it clear where the control group of the earliest matches being played using the game's normal netcode are and which ones are being played on Parsec.
Honestly, not a whole lot will look especially different from my point of view, which is the real shame and all... BUT... the fact that anyone chooses to continue playing with me under the circumstances is probably a good sign. M-maybe just a "good enough" sign.
And it also basically means that there's much more testing and general torture to put other people through as I figure out just what the boundaries and limitations are behind this complete nonsense I've opened up.
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