« Capcom's Seth Killian clarifies "preserving" netcode from yesterday's Super Street Fighter 4 Blog Translation and Confirms Ability To Save Replays at Will »
Of all the juicy information that was contained in yesterday's translation of the latest Japanese Super Street Fighter 4 Official Blog entry (found here), the following line caused quite a stir around the interwebs:
Azrael's translation:
"Working to "preserve" the quality of the netcode from SFIV even with spectator"
Capcom's Seth Killian, in a post on his own blog about the translation, felt it necessary to clarify this issue as he feels something was lost in translation.
"Lol. The "preserving" the netcode stuff is misleading translation at its finest, not something significant (why is it in quotes at all?)"
"What the team is referring to is simply that it can get difficult to sync all the spectators with the competing players themselves, in terms of image AND voice. Basically the issue they are struggling with is that sometimes the spectators will be watching at slightly different speeds, so that if I'm across the country and watching a few frames behind my friend, I might still hear him cheering his buddy in victory before the final blow has landed for me. It's not a major issue, applies only to spectating, and is still in development. Geez! :) "
The Street Fighter community (ourselves included) appreciates translations by such kind folks as Azrael, Jigsaw and others. But thanks also go out to Seth for the clarification, as speculation about this line had to be addressed.
In addition, Seth Killian's blog post also confirmed what for many is absolutely huge news: In Super Street Fighter 4, we can finally save our own replays!
Seth Killian:
"...and to add to what has already been said, yes, you CAN record and save your matches at will".
Finally we get it confirmed that we can save our own replays! This alone is a significant feature for Super Street Fighter 4 as it is a tremendously useful training tool. Now you can save replays at your leisure so that you watch yourself dropping combos and doing stupid stuff you shouldn't be doing and learn from your mistakes.
Blanka is doing back flips with joy!!
Source: Capcom Unity

FuriousRGD
Reader Comments (2)
So, how does spectating and replays work in relation to network traffic. Is video and audio data actually being transmitted to the spectators or just code so that the spectating xboxes can just replicate what's going on online locally? I'm sure chat audio is being sent but I'm curious about how the actual game data is sorted out. They probably can't answer that but I'm curious :(
I'm not the most knowledgeable on this matter, but most likely just code. Sending video/audio seems, to me at least, like a cumbersome if not outright difficult/impossible task. Some more qualified feel free to chime in.
As for the "preserving" issue, if they can "preserve" smooth-ish play for 2 players+6 spectators, I'll be happy.