Understanding Rollback Netcode
Rollback netcode is a modern approach to online gaming that aims to minimize input delay and provide a smoother experience compared to traditional delay-based netcode. In rollback netcode, the game predicts player inputs based on recent data and displays these predictions. If the prediction is incorrect, the game "rolls back" to the correct state once the actual input is received [1:1]
[2:1]. This method keeps the gameplay fluid by reducing the noticeable effects of latency, especially when both players have good internet connections
[3:1].
Challenges and Implementation
Implementing rollback netcode is not without its challenges. Developers need to ensure that the rollback system is well-integrated and performs efficiently under various network conditions. Poor implementation can lead to issues where the game frequently rolls back, disrupting the player's experience [4:3]. The development process for integrating rollback can be complex and resource-intensive, requiring significant time and expertise
[4:5].
Street Fighter V vs. Street Fighter 6
Street Fighter V had rollback netcode, but it was widely criticized for its poor implementation, which led some players to believe rollback itself was flawed [5:3]. A fan even developed a patch to improve the netcode, highlighting the dissatisfaction with Capcom's solution
[5:1]. For Street Fighter 6, there is hope that Capcom will deliver a better iteration of rollback netcode, potentially learning from past mistakes and building on successful implementations like those seen in Marvel vs. Capcom: Infinite
[5:5].
Importance of Good Netcode
Good netcode is crucial for competitive fighting games, as it directly impacts the playability and enjoyment of online matches. With the rise of cross-platform play, having robust netcode becomes even more important to ensure a consistent experience across different systems [5:7]. As such, players are optimistic that Street Fighter 6 will feature improved netcode, making it a strong contender in the fighting game community
[5:8].
In conclusion, while rollback netcode offers significant advantages over delay-based methods, its success depends heavily on proper implementation. The anticipation surrounding Street Fighter 6's netcode reflects the community's desire for a seamless online experience, and Capcom's ability to meet these expectations will be critical for the game's success.
just because it has rollback doesn't mean it's going to be good netcode.
They've been using rollback since Street Fighter x Tekken, hopefully it'll be as good if not better than MVCI, which is Capcoms best netcode
> just because it has rollback doesn't mean it's going to be good netcode.
Street Fighter V has rollback netcode. It's a bad implementation!
This tweet is absolutely meaningless on its own.
Announcing rollback netcode is basically just free marketing. Saying "we're less stubborn than Nintendo for online games"
Yah I think most people assumed it would have rollback, just have to see the implementation.
I would think with the progression of them using it we should see the best iteration, especially for such a flagship title, and it needs it if it even wants to compete with games like Strive.
I think if nothing else the end of SF5's life and SF6's development thus far shows the dev team is very in touch with listening to what people are saying. I can't imagine the importance of solid netcode has fallen on deaf ears. I reckon they just haven't covered it more yet because they're saving it for a more expansive reveal alongside the rest of the multiplayer features.
You would think that fighting game netcode is a solved problem nowadays and all games would basically just use the same (good) netcode...
I'll ask. What is rollback?
Normal p2p connections have to wait for every players input to come through before it can act. On a great connection, this can result in maybe 2-3 frames of lag, where both players inputs take 2-3 frames to recognize the input and then process it. This works well with good connections because every input is processed perfectly. On a bad connection, the lag can go up to 8-12 frames, where when you input a button, it can take almost a fifth of a second to register your input.
What rollback does is it "predicts" what you're gonna input and displays that. For example, in a fighting game, it makes sense that if you're walking forward, the game doesn't need to verify every single frame of gameplay that you're holding forward, it just assumes you're holding forward and the game goes on without verifying. The rollback aspect comes in when a "predicted" input differs from the real input, then the game will rollback some amount of frames and correct the course of action. This sounds shaky, but in practice it is unbelievably better than traditional connection methods.
>What rollback does is it "predicts" what you're gonna input and displays that. For example, in a fighting game
That's not correct. It predicts the outcome of the input based on the most recent data your client has recieved.
There so called rollback netcode on SF5 was a mess, cab we have a real roll back netcode, non of this stupid inhouse stuff
SF5 inhouse netcode was fixed 3 years later by a random person online in 1 week
Yup, they patched it to go back to the terrible netcode again
I always questioned it when playing on PC, this was a confirmation and clear lack of honesty+ experience on Capcom's part
Seriously, 1 random user out started a whole dev team in 1 week...... embarrassing
as someone not familiar with rollback netcode, what happens if it predicts wrong what the player was going to do? the article just says that it's very good at accurate predicting inputs, but doesn't go into the specifics about what happens when it makes an inaccurate prediciton.
It's in the name. The game "rolls back" to the previous input and then adapts to what the correct input is. This is unnoticeable 99% of the time when on good connection because it's in the orders of magnitude of .01 of a second, but it's a bigger problem when people have slow internet/are on wifi because there's a much longer delay.
If the prediction is wrong, the game(s) will shift to the correct state. The rollback shift can be as small as a couple frames so it will feel smooth or be unnoticeable in optimal situations.
If the game guesses wrong, it will render frames for the "wrong" scenario, then suddenly change to the right scenario as new data comes in. As long as the connection is good you don't see it happening, because only 1 frame is affected. If the connection is less good then you might see it happening in places - e.g., you throw out an attack and for a few frames it looks like your attack connects, then suddenly the other player is blocking.
In practice, an average match with well-implemented rollback is much better than an average match with delay-based netcode. It's not magic, so if you're playing someone on McDonald's wifi it's going to feel bad, but for typical connections it's amazing.
Ticking alot of boxes so far. Is it on Xbox and PC? Hopefully it is fighting games suffer from tiny communities. Been hearing tons about roll back but never experienced it. Hopefully SF can get back to former glory
Rollback is practically a requirement these days. I would play smash ultimate a whole lot more if the online matches we're actually stable. Good to see Capcom adopting these must have features
It’s definitely a requirement. Your game is due to bomb if you don’t. Virtua fighter 5’s reboot failed I’m pretty sure lol
Nah it didn't fail, Sega considered it a success and there's rumors of a VF6 being made
I was so disappointed with VF5 reboot. It missed the mark in so many categories.
Maximillian Dood got over 2 hours of 4k60 footage of him fighting the devs - he went through it on his channel,. Which is to say, he uploaded the part of his stream where he went through it onto the channel. If you want more info, he probably played more of the game than anyone else outside of the developers.
> this video does a pretty good job of explaining it
that video was really good.
that makes sense that it's only a few frames out of sync so it can figure out it was wrong before anyone notices and can simply speed up an animation to get back into sync.
Nice. Thats good to see. I think all fighting games should be cross platform period!
I was reading comments on Justin Wong's new SF4 video and people were wishing it had "Roll Back"
What does this specifically mean?
you know how when someone disconnects in any online shooter of the last 20 years his character just keeps going in a straight line unless they reconnect and "roll back" to where they were actually going? fighting game developers who are notorious for being old men with dementia just realized they can also do that instead of making everyone else have lag
it means they wanted sf4 to be backwards compatible with earlier street fighter games so you can play older characters in sf4, without increasing the net amount of code (otherwise you would have huge file sizes)
its when you back roll using your mind like Neo in the Matrix
Google is free bro 😭
"Netcode" is a nonspecific term that basically just means "how the game does online play". There are basically two ways to do fighting game netcode. Delay (the old way) and rollback (new way).
Delay says "the more latency there is, add more input delay so both players are perfectly in sync at all times".
Rollback is a way to keep input delay to an absolute minimum while also keeping the visuals as in sync as possible. Honestly, you should watch a video with a visual example to understand exactly what it's doing. https://youtu.be/0NLe4IpdS1w?t=115 That whole video is good, but that part specifically covers what it does.
--I would like to ask you about the "rollback" netcode adopted in this title. This is a method used in many fighting games these days, but has it actually made online matches more comfortable?
Ando: With the conventional "delay method," the input delay increases as the physical distance between the two players increases. Of course, the physical limitations of the distance, quality, and signal speed of the line being routed through also have an effect.
--I see. That sounds like it would be tough when playing with people far away.
Ando: On the other hand, with the rollback method, the progress may roll back, but the input delay is almost imperceptible, and at least in situations where the opponent's state does not change, such as when you are performing a combo, the operator can play as if the game were played offline. This is a strong point. However, when the opponent starts to perform complicated maneuvers, the picture may jump, but this can only be considered unavoidable.
--I heard that the online battle has been highly evaluated by players from overseas.
Ando: When we held the beta test, I saw a variety of matches both in Japan and overseas, and I was filled with a sense of relief that it was a good thing anyway. Especially in the U.S., the distance between the West Coast and the East Coast is quite large, even though they are in the same country. Because of this, I had long thought that the delay method, which is affected by distance, was not suitable, and that it would be better to use the rollback method. It was a lot of work to implement, but now I am glad we did.
--It was a lot of work to implement, but now I'm glad we did.
Ando: In older games, the game state, such as the player's actions and behavior, can be stored in memory. Even if a discrepancy occurs in communication, the game state can be restored to the state before the discrepancy occurred by recalling the records in memory. However, there is too much information in the current generation of games to store the entire state of a single frame in memory. Therefore, in the rollback method, only necessary information is carefully selected and recorded, and when the need arises, the record is recalled and rolled back. This part of the tuning was much more difficult than in 2D games of the past.
--The higher performance of today's games has increased the amount of information that needs to be processed, which is unique to modern games.
Ando: In order to prevent the player from noticing the rollback, we had to take a scalpel to the program that forms the foundation of the game. However, doing so could have compromised the "KOF" feel of the game in terms of operation. We had a lot of trouble figuring out how to make the rollback work properly without affecting the main game.
--Aerial: Does the rollback system affect the balance of battles and other aspects of adjustment?
Aerial: If anything, it had more of an effect on where voices and effects were set than on the behavior of the characters.
Ando: We encountered various problems around sound. Once a voice was played, it could not be rewound like a character's movement. It was very difficult to solve this problem. We had to stop the sound, but in some cases, the sound would stop so long that the sound would be almost silent, or a KO voice would appear but the fighter was not actually KOed.
This happened because the voice was sounded at the moment the airborne KO was determined.
Ando: We corrected these problems on a case-by-case basis. As a result, we were able to reduce them considerably, though not completely. However, there is a limit to what can be corrected. The more frames that are rolled back, the greater the amount of rewinding, so there is inevitably a phenomenon where the sound is heard only for a moment.
Tsuji: Actually, the adoption of the rollback method was not decided from the beginning, but rather during the development process. As a programmer, the impact was quite large, and I had a hard time with the schedule (laughs).
--(Laughs.) So you were hired on short notice?
Aerial: Yes. The reason for this was the large number of requests from players and the impact of the Corona disaster. As the opportunities to play offline have decreased, it is necessary to be able to play well online. In particular, overseas players were very sensitive about whether or not the game was adopted, so we decided that it had to be included.
Tsuji: I'm not sure if my memory serves me correctly, but when Oda sent out a tweet mentioning the rollback system, there was a huge uproar on the Internet immediately after that (......). As I looked at it, I thought to myself, "I'm going to bed today.
--(laughs). - So you decided to start thinking about it tomorrow?
Tsuji: Once the software is released, we will be receiving feedback from the players, but at this stage of development, I feel that we've gone as far as we can as a team. For players who have played SNK's fighting games up until now, we are finally able to provide a rollback fighting environment, which is a relief to all of us in the development team.
Translated with www.DeepL.com/Translator (free version)
Source: https://www.famitsu.com/matome/kof-xv/interview05.html
>Tsuji: Actually, the adoption of the rollback method was not decided from the beginning, but rather during the development process. As a programmer, the impact was quite large, and I had a hard time with the schedule (laughs).
>--(Laughs.) So you were hired on short notice?
>Aerial: Yes. The reason for this was the large number of requests from players and the impact of the Corona disaster. As the opportunities to play offline have decreased, it is necessary to be able to play well online. In particular, overseas players were very sensitive about whether or not the game was adopted, so we decided that it had to be included.
Saving this for an extra proof for all the retards and future retards that will try to change history and how it happened
This pretty much proves Sajam correct.
You have to keep yelling into their ear, they will hear you, and if they don't, yell louder.
Thank you rollback prophet Sajam.
Problem with some fanboys is that they associate complaints with enmity or something. There is no room for positive criticism.
But complaints are good. Even devs want to hear them, its feedback for them. How can they measure the product reception otherwise? Imagine ypu own a restaurant and clients dont say anything and just dont comeback. Thats the worst and its actually what happens. They have to find those "people" in their close circle of friends/family that are both critic about food and have good taste buds. Those people help them by saying whats wrong.
Companies even hire other businesses that specialise in feedback and customer feedback.
But noooop the fanboys are there on social media telling you "how dare you annoy the devs stop posting #kof15rollback" and what not.
They dont realise they are like the worst thing for snk. Their lack of response is causing harm.
If you love snk, give feedback and communicate. Dont shut up and hide whats wrong. How the fuck are they gonna solve issues they arent even aware of? If their customers dont complain => customer is happy => product is perfect. Point out what needs to be solved. Maybe it wont be solved for THIS game....but the next kof devs might take into account all the feedback and produce a better product that meets demand.
We dont complain to make snk feel bad or because we hate them. 90% of the people who complains are customers who feel the need to make the devs aware of their expectations and the shortcomings of the product because they want to make it better.
But people are retarded. I swear in the end the people who hate snk the most are the ones who tried to somehow ridicule the rollback #. Jokes on them it worked and thankfully the netplay is better than simple delay. Its not perfect, i have a lot of shit to say about it.....but snk listened and took action. Somehow I feel optimist for kof16 that game might have awesome netplay on par with the best in the industry. They tried it now and they know all the issues that can happen. This experience will carry to the next game.
Wall of text because im flying 👁️👄👁️
Edit : like for example, we expect the next shamso to have good online. The experience they acquired with kof15 will carry. They did what they could to implement rollback mid dev....which of course is faulty. You have to rebuild to make it optimal like big balls and dick NRS did....but now they know all about it and the next games should be fine. People who complainzd on social media have solved snk online real heros.
I think it's great to give the audience a sense of the pain and difficulty of implementing rollback. Quite often those with no technical background seem to think that it's a pretty universally plug-and-play process.
I mean its obvious implementing rollback aint no cakewalk(as with anything in game dev), but if that's what they have to do for a better online experience then so be it.
Devs will either spend money on a standard delay-based title or spend more money on adding rollback.
Either way, video game development is not cheap.
Even coming from technical background and watched MK X's GDC talk about implementing rollback to that game. 10 month man days is a lot of pain.
$60 for barebones game with shit netcode is a lot of pain too
It would be easier to have some sympathy for this pain and difficulty if they actually had a good implementation of rollback.
Considering how well Code Mystics retrofit their rollback library into a bunch of SNK titles before this, the "it's hard" excuse is bullshit.
It was entirely due to the fact that Japanese developers are not familiar with this tech and ignored it for ages. Therefore on the JP side they don't have enough developers who are experienced with programming rollback into games despite that shit being FIGURED OUT here in the West. See: Skullgirls, Killer Instinct, etc.
The Western FGC has been yelling into the JP dev's ears about this for a long time. They could have easily contracted Code Mystics to do this shit yesterday, but only now they are figuring it out, so they're almost a decade behind the West when it comes to implementing rollback netcode.
The JP devs should know that for the sake of longevity for their game rollback is a requirement, a bullet point you MUST check off when you sell your game, especially if it's a mainline flagship channel. The "it's hard" excuse can only be used for so long to excuse incompetence and ignorance of the subject.
>I feel that we've gone as far as we can as a team
yeah okay looks like matchmaking will never be fixed
Okay, but is it good rollback net-code?
Marvel Infinite actually has really good netcode so they’d have to be actively going backwards to fuck this one up.
Yeah, Capcom can make it good. I hope they do make it good for 6 lol.
>they’d have to be actively going backwards to fuck this one up.
Wouldn't be the first time...
SFV rollback was so bad people really think it didn’t have it LMFAO
SFV rollback was so bad, it made a lot of people think rollback in itself was bad.
SFV rollback was so bad someone spent a weekend developing a fanpatch to fix it. Which made Capcom update the game so that the fanpatch wouldn't work anymore.
Hopefully it uses a newer version of the netcode based on what they had for MvC:I.
"More importantly". Mate, with no rollback it might as well not have multiplayer at all.
> More importantly, the game will have cross play
A very good thing for people who want to play Street Fighter VI on PC or Xbox as opposed to PlayStation. This will be a huge boon to growing the playerbase of VI.
Everywhere I go, people talk about rollback netcode like it’s the best thing since canned bread. Does it give players a smoother connection or something?
> Does it give players a smoother connection or something?
Yes. Here's a quick ELI5 explanation:
In any online connection, there's some finite amount of time between when information is sent from one PC/console to when it arrives on another. To make it possible for two players to simultaneously play a game, there needs to be a built in delay to account for this. Delay netcode does this with a delay only, by looking at the ping and adding input delay to the game that's slightly longer than how long it takes for information to travel to the other player. This gives the game enough time to say "on frame X player 1 did A and player 2 did B" and have both players see the same result of those actions. For example, if your ping is 62ms, then the game would have a delay of 4-5 frames, which gives it about 67-83ms delay. As long as the ping stays below that 4-5f mark, everything works fine. If it doesn't, the game has to constantly change the input delay or simply stop and wait for inputs, which results in chugging as well as affecting the speed you have to do inputs for strings to work properly.
Rollback netcode is a solution that's added on top of delay based netcode. It chooses a sensible delay, then says basically "even if ping is fluctuating or packets are lost, I'll try to keep the game going and fix any errors after they occur". How it works is that any time an input is late, the game assumes the player is still pushing whatever button they were on the frame before that. Then when the late input comes in, it basically backtracks behind the scenes and recalculates what the gamestate should be based on what the player actually pushed and fixes it. Because these late inputs are usually only late by a handful of frames, these corrections that are made are minimally disruptive, and frequently so small you can't even tell anything happened. These corrections are called "rollbacks". By implementing the netcode like that, input delay stays constant and it means that even when there's connection issues, your timing for inputs always remains consistent.
If you're familiar with predictive netcode that's used in servers for FPS games and Rocket League, it's a similar idea, but implemented for peer-to-peer connections.
Infil made a great article with cool animations showing how rollback works that can be found here.
Does rollback netcode solve or at least help with the problem of lag switchers?
The answer is a bit nuanced, but kind of.
Idk a lot about lag switchers since I don't see them that often in fighting games. Could be that their PC isn't as strong to handle some heavier effects, maybe they're playing on wifi, etc.
But many games with good rollback do a mix of delay based and rollback, in order to mask said rollback. At most this would be 1 to 3 frames of delay, but some games would have variable delay. Since lag switching would involve halting the connection in some way, and if the game has variable delay, then it could appear. But with rollback, the connection should return to normal quicker.
Best case scenario? You disconnect from your opponent lol
You can check out the long text form explanation at https://ki.infil.net/w02-netcode.html
Everything you need to know is in this video
You beat me to it
> like it’s the best thing since canned bread
As it happens, it IS the best thing since canned bread.
Basic summary.
Delay code: the game pauses on every frame to wait to hear both players inputs.
Rollback code. Your inputs happen as soon as they are heard. The opponent’s inputs are added as soon as they are heard, but “happen” in the past to account for the time difference. A “rollback” is the visual artifact of the game realizing “oh! The opponent moved a few frames ago!”
During a delay, the game might not read inputs, or might mess with your combo timings. Also it makes all actions happen late to an inconsistent degree. Rollback solves that problem. The main downside is that rollback has visual artifacts and can eat a few frames of startup animations.
It's also a form of netcode there's delay based where if there's a gap in data packets between the two parties the game increases the delay and slows down gameplay to compensate.
Then there's rollback, it has an initial buffer of a frame or two however when there is a gap or a discrepancy in data packets between the two parties the game assumes the next action of your opponent if it's right frequently you get to play less stable connections as if they're stable but if it's wrong "rollback" occurs. When rollback occurs the game will rollback to when the discrepancy happened and skip the next few frames afterwards to sync your games.
Generally rollback is pretty good for fighting games as a peer to peer connection (what most FGs use for online) is pretty simple and while rollback occurring sounds messy on paper due to the inputs required for fighting games like holding back to block it's not terribly hard to guess what happens next, meaning most times rollbacks are harmless.
How does it guess what's supposed to happen? Does it pull fron match data and go "so-and-so percent of x character players do y action in this situation and that's the majority so I'm going to guess y"? Or is it something else?
It generally just keeps doing whatever it was doing the previous frame. If you have 1 rollback frame it's going to be right basically all the time since frame to frame changes are actually pretty rare (a character locked into an animation won't have new inputs for 20+ frames). It's only when the rollback frames go up that you're more likely to have inputs change in the rollback window.
Edit to add obligatory Core A video:
So there was an old GDC presentation on GGPO - the first rollback implementation for fighting games - where the devs mentioned how "just blindly doing the same as before" turns out to be the correct guess 99% of the time, there are a lot of "turns" given it's 60 per second, and inputs are often repeated for quite a few at a time.
edit: EVO panel, it was in here: https://www.youtube.com/watch?v=k9JTIn1SVQ4
As of today, there are no games that incorporate some hyper-advanced AI prediction tech to actually "predict" anything. All it's doing is assuming you were doing whatever you were doing last frame.
Let's say your opponent is walking forward and your connection has a hiccup for what amounts just a frame or two. For that time where your game isn't getting any info from theirs, it assumes that they're doing whatever they were doing before: walking forward. If that is true, then when your game does get info from theirs, it appears as if nothing has even happened. Your games sync back up, but nothing visually has to change because what the game assumed was happening during the connection hiccup was correct.
If your opponent actually jumped during that hiccup, then when your game is finally told "hey other guy jumped" it immediately snaps your opponent to where they should be: jumping.
I'm not an expert so I could be wrong here, but I think it just repeats whatever input you were doing before. if you were holding straight down it'll just guess that you will keep holding straight down. Same for holding back/ pressing punch/ etc.
To quote the Hold Back to Block documentary on Killer Instinct, "If they (your opponent) was holding forward, there's a good chance they're still holding forward."
Virtua Fighter 5 Ultimate Showdown uses servers. MultiVersus uses servers as well as rollback netcode. Project L will be doing the same thing as MultiVersus.
Rollback is our god, and Sajam their prophet.
That's what Project L will have. The main fix of dedicated servers is dealing with really bad connections and rage quitting since the non guilty party is unimpeded by the other, but rollback is still needed.
Ain't no netcode out there letting you block the curse mixups
Nooooooo. All dedicated servers do is add a middleman that will likely result in more latency than if you just went straight from peer to peer. You now also need servers strategically placed around the world instead of just one (or maybe a couple) matchmaking server. And you need to pay to keep those running or else the game becomes literally unplayable. A couple games have tried this.
Multiversus had servers and rollback netcode. It worked...most of the time. As long as it put you on a server close to you.
The rerelease of Virtua Fighter 5 had servers and delay netcode. I have not personally played it but it doesn't seem like anyone else is at this point so that probably answers that.
Or are you more multifaceted in your evaluation of a fighting game’s quality?
Marvel vs Capcom Infinite had rollback netcode from day 1, yet it got trashed on for other reasons many of which not having to do with direct gameplay.
And in my experience, Dragon Ball Fighterz had netcode that made the game as shitty to play as Smash Ultimate on wifi in handheld mode with Joy Cons. Yet that game went on to become one of the best selling fighting games of the last decade.
Yes absolutely. There’s no excuse not to have a functional rollback implementation at this point. DBFZ came out in 2018 with one of the most popular IPs in the world. The original GBFV basically died when it had bad netcode and the pandemic hit soon after its release, driving everyone indoors. A lot of the competitive environment has moved online now in the post-pandemic world and good netcode is a requirement for that.
Pretty much. If small indie studios are able to implement good rollback, there isn't really a good excuse for bigger fighting games to not to so. I understand it's not a plug n play thing and it takes more work and thus costs more in development time but if you're selling to a international market, you need to actually put the effort for it.
I feel Japanese developers finally got the message and rollback is standard. Took them a long time but late is better than never I guess.
Standards change with time. When everything else has rollback and you don't, that's a major disadvantage. DBFZ was released when there's no big Japanese name had rollback, so it was not a major talking point.
Since netcode is what makes or breaks a fighter's success these days? Yes. Absolutely.
Wasn't the primary criticism of Infinite its graphics/character design?
How would you rank netcode, gameplay and appearance in terms of importance?
It feels like you can't just have one without the other.
Fighting games are like houses. A lot of boxes need to be checked off in order for it to be recognized as desirable to the general population.
MvCI was a fixer-upper. Fixer-uppers are great but not everybody wants to invest in something incomplete. The Beyond Mod has brought new vigor to that games and it's players.
People want a move-in ready house. Players want their fighting games to he full packages.
It's hard to rank all of those qualities of a game when all of them are so important.
But these days, I'd say quality netcode is as important to a fighting game as good wiring is to a house.
Having at least playable netcode is a precondition for a fighting game to be worth it imo, but having good netcode shouldn't keep anyone from judging it based on its other qualities.
Regarding MvC:I, No X-Men in the roster and being force fed MVCU characters turned a lot of the community off immediately.
For me the order is netcode, gameplay, appearance.
the gameplay and visuals shouldn’t even be considered if its released with bad netcode
Yeah if a game has bad gameplay, bad visuals or bad characters, it may fail
But no matter how incredible a game is, if the netcode is trash, it is unplayable and essentially dead on arrival for a lot of people
It's like comparing a shitbox to a great car without an engine
Dbfz's success has basically nothing to do with being a good fighting game and everything to do with the dragon ball IP. They could sell a turd wrapped in Gokus and it would sell, as Sparking Zero shows. Fortunately, DBFZ happened to also be a good game, and even then it struggled competitively without rollback.
I consider any company trying to sell me a fighting game without proper netcode as insulting my intelligence, and they can shove it up their ass.
100% we played it cause it was a dragon ball game and stopped because the net code sucked.
Let's put the Rollback Netcode to the test. I played 100 random matches in a row on PlayStation 5. Here are the results:
100 Matches
Console: PlayStation 5
Average Frame Delay: 1 - 2 frames (Around 85 of the matches)
Total Disconnects: 5 disconnected matches in the span of 6 hours
Rate of Matchmaking: Constant
Verdict: This game has EXCELLENT rollback netcode on PS5
This is definitive proof HxH Nen Impact has outstanding netcode following the post launch patch. I believe it was briefly messy in the first 3 days. But this online patch is excellent
Personal results may vary. As with ANY game. But we can stop this long game of telephone that the online is broken. It's quite excellent
Video of the complete 6 hour livestream is linked at the top. No commentary
Yeah I figured the bad netcode from the early release was gonna be fixed quickly.
It makes me wonder if the bad netcode is a PC only thing.
My friend and I tried to play together on Switch 2 and had a very bad time. It's not PC only.
The Switch version specifically did NOT get any patch from what I see on the website
edit: Their website patch notes are unclear if PC ever got a network update last week. And it sounds like their main "network patch" is an announcement of one coming.
So PS5 might be the most stable version right now. And it is stable for me. I'm almost tempted to try the PC version and refund within the Steam window...
Did you play ranked or player matches? For some reason yesterday, in player match. It kept disconnecting, not sure if that’s netcode related.
Never mind clicked the link. Saw it was ranked. Player matches are tough.
My general stance for smaller fighting games is stick to ranked. I also personally like to see my ranking go up.
BTW I know my gameplay isn't the best this was purely a network test =)
Interested to see how this works in practice. Certainly a nice improvement but I doubt it'll restore things like super meter.
Also did I miss something? Why are we specifying one on one?
Whatever your opinions on SF6s gameplay (ie if they’re negative), you gotta love the QOL enhancements they keep adding. I wish every fighting game from now on has as in depth options as SF6 does.
They don't even need to be adding these qol options but they keep doing it even almost 2 years down the line. It really shows how much they care
Yep. I get the complaints about the lack of costumes and stuff (for console players, I'm PC Master Race yo), but for the actual game QOL enhancements like these are far more important even if they aren't as sexy as new costumes are.
TNS and Can Opener cheering right now
What is rollback netcode in street fighter 6
Key Considerations about Rollback Netcode in Street Fighter 6
Definition: Rollback netcode is a networking technology used in online multiplayer games to reduce latency and improve the experience of playing fighting games. It allows the game to "rollback" to a previous state if a player's input is delayed.
How It Works: When a player inputs a command, the game predicts the outcome based on the current state. If the input from the other player arrives late, the game will revert to the last known state and re-simulate the actions based on the new inputs. This minimizes the impact of lag.
Benefits:
Community Reception: The implementation of rollback netcode in Street Fighter 6 has been positively received by the community, as it addresses many of the frustrations associated with traditional delay-based netcode.
Takeaway: Rollback netcode is a significant advancement for online play in Street Fighter 6, enhancing the overall experience by providing smoother and more reliable matches. If you're serious about competitive play, this feature is a major plus.
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