SSB64 Icon.png
SSBM Icon.png
SSBB Icon.png
SSB4 Icon.png
SSBU Icon.png
OnlineIcon.svg

Wi-Fi lag: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
mNo edit summary
No edit summary
Line 7: Line 7:
*Power-Saving Mode on the 3DS system decreases power to wireless communications.
*Power-Saving Mode on the 3DS system decreases power to wireless communications.


Wi-Fi lag was a very trodden-upon part of ''Brawl'' before the discontinuation of the game's online mode, and is often cited as one of its worst aspects. One reason that ''Brawl''{{'}}s lag differed from games with minimal visual Wi-Fi lag such as the ''Mario Kart'' series is that in such games a system can predict other player's positions while it waits for the next update – a half-second of lag is perfectly playable, and even if an incorrect assumption is made (e.g. opponent falls off an edge), it can be corrected with minimal disruption once discovered. In the ''Super Smash Bros.'' series, the system requires the exact position and action of every element of gameplay before it can do anything, and it is not possible to undo incorrect guesses; as exact consistency must be enforced 60 times every second, tiny amounts of lag can have a massive effect.
Playing any online game with a Wi-Fi connection has always been a controversial and frowned upon practice, as its inherent flaws, inconsistencies and exploits could not only ruin the gameplay experience of the player, but everyone else playing with them. Wi-Fi lag was a very trodden-upon part of ''Brawl'' before the discontinuation of the game's online mode, and is often cited as one of its worst aspects. One reason that ''Brawl''{{'}}s lag differed from games with minimal visual Wi-Fi lag such as the ''Mario Kart'' series is that in such games a system can predict other player's positions while it waits for the next update – a half-second of lag is perfectly playable, and even if an incorrect assumption is made (e.g. opponent falls off an edge), it can be corrected with minimal disruption once discovered. In the ''Super Smash Bros.'' series, the system requires the exact position and action of every element of gameplay before it can do anything, and it is not possible to undo incorrect guesses; as exact consistency must be enforced 60 times every second, tiny amounts of lag can have a massive effect.


==Trivia==
==Trivia==

Revision as of 22:11, June 7, 2022

Wi-Fi lag, which is very often confused with frame delay, is a drop in the frames per second of a game due to a slow or inconsistent connection while playing a game online. Wi-Fi lag was very common for Super Smash Bros. Brawl and is semi-common for Super Smash Bros. 4 and Super Smash Bros Ultimate and for any games emulated on Project64k or Dolphin. Wi-Fi lag can be a result of multiple things:

  • A naturally slow connection, such as a dial-up connection.
  • A wireless connection, such as by a laptop, automatically causes a small FPS drop every so often on Project64k and Dolphin.
  • Other programs are using the connection, such as someone else using the router downloading a large file.
  • Power-Saving Mode on the 3DS system decreases power to wireless communications.

Playing any online game with a Wi-Fi connection has always been a controversial and frowned upon practice, as its inherent flaws, inconsistencies and exploits could not only ruin the gameplay experience of the player, but everyone else playing with them. Wi-Fi lag was a very trodden-upon part of Brawl before the discontinuation of the game's online mode, and is often cited as one of its worst aspects. One reason that Brawl's lag differed from games with minimal visual Wi-Fi lag such as the Mario Kart series is that in such games a system can predict other player's positions while it waits for the next update – a half-second of lag is perfectly playable, and even if an incorrect assumption is made (e.g. opponent falls off an edge), it can be corrected with minimal disruption once discovered. In the Super Smash Bros. series, the system requires the exact position and action of every element of gameplay before it can do anything, and it is not possible to undo incorrect guesses; as exact consistency must be enforced 60 times every second, tiny amounts of lag can have a massive effect.

Trivia

  • In Ultimate, some of the UI elements such as the match countdown will not be affected by the lag and will play normally.