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Oct 12, 2012 Street Fighter X Tekken Undergoing Rebalance For 'Version 2013'
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Old 03-07-2012, 01:35 AM   #1
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Audio Crackling? How to fix it.

Is anybody else having audio crackling? It cuts off and stuff like that. All crackle like. If so, does anybody know how to fix it? Thanks.
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Old 03-07-2012, 02:07 AM   #2
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Is anybody else having audio crackling? It cuts off and stuff like that. All crackle like. If so, does anybody know how to fix it? Thanks.
It's not you. Its the game itself. PS3 has the same problem. Capcom has to patch it.
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Old 03-07-2012, 03:55 AM   #3
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It's not you. Its the game itself. PS3 has the same problem. Capcom has to patch it.
Thanks man , that's all I needed to hear. Hope they patch it soon.
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Old 03-07-2012, 04:42 PM   #4
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I only have this when I play online. It is really annoying and messes me up way more than I thought it would.
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Old 03-07-2012, 05:35 PM   #5
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is it through the TV speakers only? i had major issues with a few games through my old turtle beach headsets. i recently got the new x32 2.4gh/5gh headset now i get 0 crackling. i would get crackling even when browing the dashboard. it pissed me off so bad. just a thought and good luck
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Old 03-09-2012, 01:06 PM   #6
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The audio cutting out has to do with the different netcode Capcom used for the game. It uses what is called 'rollback'(Google it), which is what GGPO uses. 'Rollback' is vastly superior to what SFIV uses because it eliminates input delay. You will notice that moves requiring strict timing will still come out as long as you pressed the buttons at the right time, as opposed to SFIV, wherein latency sometimes causes your button inputs to lag for a few frames or simply disappear. Ever stand over someone in SFIV holding block as they 'wake up' from a knockdown, only to be hit with a Shoryuken? Me too. This doesn't happen in Street Fighter X Tekken.

Unfortunately, however, when too many frames of animation are 'rolled back', the audio gets mangled. This sucks, obviously, but it's still preferable to having your inputs disappear and eating some move you saw coming from a mile away.
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Old 03-09-2012, 06:10 PM   #7
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[QUOTE=milkycha;4939004]The audio cutting out has to do with the different netcode Capcom used for the game. It uses what is called 'rollback'(Google it), which is what GGPO uses. 'Rollback' is vastly superior to what SFIV uses because it eliminates input delay. You will notice that moves requiring strict timing will still come out as long as you pressed the buttons at the right time, as opposed to SFIV, wherein latency sometimes causes your button inputs to lag for a few frames or simply disappear. Ever stand over someone in SFIV holding block as they 'wake up' from a knockdown, only to be hit with a Shoryuken? Me too. This doesn't happen in Street Fighter X Tekken.

Unfortunately, however, when too many frames of animation are 'rolled back', the audio gets mangled. This sucks, obviously, but it's still preferable to having your inputs disappear and eating some move you saw coming from a mile away.[/QUOTE

Too bad the game still lags.
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Old 03-09-2012, 06:19 PM   #8
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i hope they can fix it soon.
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Old 03-10-2012, 02:02 AM   #9
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Originally Posted by milkycha View Post
The audio cutting out has to do with the different netcode Capcom used for the game. It uses what is called 'rollback'(Google it), which is what GGPO uses. 'Rollback' is vastly superior to what SFIV uses because it eliminates input delay. You will notice that moves requiring strict timing will still come out as long as you pressed the buttons at the right time, as opposed to SFIV, wherein latency sometimes causes your button inputs to lag for a few frames or simply disappear. Ever stand over someone in SFIV holding block as they 'wake up' from a knockdown, only to be hit with a Shoryuken? Me too. This doesn't happen in Street Fighter X Tekken.

Unfortunately, however, when too many frames of animation are 'rolled back', the audio gets mangled. This sucks, obviously, but it's still preferable to having your inputs disappear and eating some move you saw coming from a mile away.
Too bad the game still lags.

That was the whole point of my post. Even if the game lags, doing your inputs with correct timing will get you your desired result. Reading comprehension is a valuable asset.

See? I can be a smartarse too.
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Old 03-10-2012, 02:18 AM   #10
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That was the whole point of my post. Even if the game lags, doing your inputs with correct timing will get you your desired result. Reading comprehension is a valuable asset.

See? I can be a smartarse too.
If only this were true. I find this netcode is far inferior than that of SSFIV, however everyone is entitled to their own opinion. I rarely noticed much imput delay in SSFIV however the "Rollbacks" in this game screw me up immensly. Leave the rollbacks to Wal-Mart an get your shit together Capcom. Why not use the same netcode as SCV?
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Old 04-20-2012, 12:48 AM   #11
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feels like the game has been out forever and they still havent fixed it
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