Board 8 > King of Fighters 15 will have rollback netcode #rollback

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Radix
02/26/21 11:34:53 AM
#1:


https://twitter.com/snk_oda/status/1365285495987527682

another victory

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Xiahou Shake
02/26/21 12:30:02 PM
#2:


Kind of incredible that it took a global pandemic for Japanese fighting developers to finally get their shit together on this front, but this is a wonderful trend. Can't even describe how nice it was playing the Guilty Gear Strive beta and actually being able to have good matches against online players.

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Radix
02/26/21 2:39:27 PM
#3:


truly a testament to the resilience of the japanese spirit. or the stubbornness of old japanese businessmen :/

also probably best to keep in mind that just because theyre gonna have rollback doesnt automatically mean itll be good. could have another sf5 situation. hopefully code mystics is helping out somehow and or we get a beta test or 2

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LtMplusCATS
02/26/21 8:24:37 PM
#4:


Didn't something come out recently about how some of the Capcom higher up don't even let people say the word rollback in public, or am I thinking of something else?
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Radix
02/26/21 9:39:19 PM
#5:


jiyuna said the translaters couldnt say rollback during the roundtable and i think its a banned word in a company ot twos twitch chat. havent heard anything like that but i can believe it

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LtMplusCATS
02/26/21 9:42:50 PM
#6:


Real Nintendo "don't say Xbox, they dont know what Xbox is" energy.
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Mac Arrowny
02/26/21 10:19:41 PM
#7:


One thing I heard is that rollback isn't as necessary in Japan, since most everyone has fast Internet and the distances between people are low, and that's a major reason JP devs have been slow to put it in their fighting games. Not sure how accurate that is?
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Not_an_Owl
02/26/21 11:58:23 PM
#8:


Mac Arrowny posted...
One thing I heard is that rollback isn't as necessary in Japan, since most everyone has fast Internet and the distances between people are low, and that's a major reason JP devs have been slow to put it in their fighting games. Not sure how accurate that is?
Japan is a much smaller country geographically, with a significant portion of its population (both overall and FGC) centered around Tokyo. If you live in Japan and only connect to Japanese players you are much less likely to notice the side effects of shitty netcode.

That does not mean that rollback is not still the superior option, however! Rollback handles intermittent lag spikes or other ping inconsistencies (such as those introduced by playing on wifi) far better than delay-based netcode, mostly because both players are always inputting their own commands with either no or a consistent amount of delay. This makes execution-intensive combos and sequences much easier and more consistent as well as just making the game feel better for casual players. As far as user experience goes there's no justifiable reason to not put rollback netcode in your new fighting game; about the only reason overall not to commit to rollback is that it's harder to build your game around it than to just use conventional delay-based netcode, and if developers are too cheap or lazy to implement rollback they should at least have the common decency to admit that in public.

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