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Then 200+ to really filter actual completely unplayable stuff Up to 150 is generally where most will hit their limit when it comes to tolerableīut up to 200 ms can still be playable if no choice and high tolerance also very connection dependent Yeah those levels need a complete overhaulĥ0ms to have a bracket to really ensure the best connectionsġ00ms as its basically still playable with no issues If I forgot anything let me know and I'll add it when I wake up tomorrow. I'm posting this now because the beta starts at 4am for me and I won't be awake to post it when it starts. Active participation is deeply appreciated as it will ensure users receive an even better quality game in the end. Please understand personal inquiries may not receive a response.Īnother test may be conducted at a later time depending on the results of this test. Once a staff member has confirmed the message, it may then be used to better improve the final quality of the game. For comments on online play, please include your connection signal (Lv.) in the post. Please use the hashtags #kofxvobt or #kof15obt on Twitter. Skipping character intros at the beginning of a round. *Ex: COUNTER not showing up during a counter Sometimes the REVERSAL or COUNTER test will not display correctly during heavy rollback. Sometimes the game desyncs when rollback happens during a throw. The number of frames currently affected by rollback can be found on the upper part of the screen. During online play, the amount of rollback frames will fluctuate slightly. This test features rollback netcode which utilizes the netcode middleware known as GGPO.