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Netcode Explained: The GOAT Article for Understanding Fighting Game Netcode Now Exists; Read it 

Sajam
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streamed Oct. 16, 2019
THIS IS NOT INTENDED AS A SUBSTITUTE FOR READING THE ARTICLE. READ IT YOURSELF:
ki.infil.net/w02-netcode.html
Infilament is a hero for writing this thing:
ki.infil.net/
/ infilament
TIMESTAMPS:
1:33 - Introduction/Why is netcode important?
3:07 - The basics of fighting game networking
5:33 - Explanation of delay-based netcode
13:27 - Explanation of rollback netcode
19:05 - How prediction works
26:39 - Delay + rollback + prediction = hell yeah
28:09 - What does it take to implement rollback into a fighting game?
30:21 - The sync problem aka. sfv netcode
31:40 - What exactly is GGPO?
32:28 - Details that can't be ignored in a rollback system
34:46 - Iron Galaxy Interview
43:57 - The wrap-up
44:40 - The most important point
Follow Sajam on Twitter & Twitch:
/ sajam
/ sajam
Editing/Thumbnail by Magic Moste:
/ magicmoste
#FGC #Netcode #GGPO

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17 окт 2019

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Комментарии : 164   
@doumanseiman2645
@doumanseiman2645 4 года назад
I watched this one live. Do not let those 45min discourage you. Its an awesome video about everything you need to know about netcode.
@dealerofdeth
@dealerofdeth 4 года назад
We have time travel now thanks to accelerating playback speed
@tyler-xo3rb
@tyler-xo3rb 4 года назад
People like long videos
@djhero0071
@djhero0071 4 года назад
Dude, I watched it while washing dishes. Everybody that plays fighting games and is interested probably has time somewhere to watch this (barring they got kids or something that constantly needs their attention)
@Thalanox
@Thalanox 3 года назад
@@djhero0071 There's a video bookmarking feature. As long as you watch the video while signed in, you can watch it in small bursts of a few minutes at a time, close the window when your break's over, and then restart just a minute or so from where you stopped last so your memory can be refreshed. Where there's a will, there's a way.
@Kuribohdudalala
@Kuribohdudalala 4 года назад
The more I've studied signal processing, the more genius I think roll back is. Signals are exteremly unstable, and relying on a 49 millisecond buffer to deal with any and all client host connections is ludicrus. I wouldn't even expect there to be a solution around this, but GGPO perfectly circumvents this. Sick
@NaxipTV.
@NaxipTV. 4 года назад
Now all we need is to translate this to Japanese and send it to arcsys.
@letmeshowumypkmn
@letmeshowumypkmn 4 года назад
Time to call in the hentai experts who learned it for their doujins
@viewtifulgold4223
@viewtifulgold4223 4 года назад
@Jonas Stattin No u
@Raitissems
@Raitissems 4 года назад
@Jonas Stattin Sugoi desu ne
@CF565
@CF565 4 года назад
The game is too far into development- GG2020 will not have rollback and will suck online just like all other Arcsys games.
@hickknight
@hickknight 4 года назад
@@CF565 I wish I could have the hope it has something to that degree. ;-;
@kunlea7578
@kunlea7578 4 года назад
I have been blessed with almost an hour of Sajam
@trevward5508
@trevward5508 4 года назад
Watch someone read this article & still defend delay based.
@MoldMonkey93
@MoldMonkey93 4 года назад
Only people that would defend delay based would most likely be defensive players.
@malcovich_games
@malcovich_games 4 года назад
I don't think all defenders of delay based will even bother to read...
@Kenny2100vn
@Kenny2100vn 4 года назад
There should be a yearly meeting of every fighting game dev coming together sharing Netcode advantages
@Te_LaSoul
@Te_LaSoul 4 года назад
Never understood the “anime games would suck with rollback netcode,” complaints. People have been playing MvC2 and JoJo’s (Capcom) matches between players across the world for over a decade on Fightcade.
@jacobrodriguez4281
@jacobrodriguez4281 4 года назад
melty blood with cccaster is insanely good, imo better than netplay experience on fightcade
@saltyluigi4011
@saltyluigi4011 4 года назад
And online sucks on fightcade tbh
@saltyluigi4011
@saltyluigi4011 4 года назад
MvC2 isn't on fightcade tho, but I I think MVC1 is
@Te_LaSoul
@Te_LaSoul 4 года назад
SaltyLuigi fightcade is fine. Obviously it never quite lived up to the OG GGPO matchmaking client, but it still works about as intended
@98zei
@98zei 4 года назад
fightcade isn't even past 5 years? mvc2??
@Mutough
@Mutough 4 года назад
Sajam's just your humble GGPO salesman trying to make a living
@letmeshowumypkmn
@letmeshowumypkmn 4 года назад
Damn, Sajam’s out here trying to sell a free product
@HawooAwoo
@HawooAwoo 4 года назад
@@letmeshowumypkmn He takes his job very seriously
@legendredux1291
@legendredux1291 4 года назад
Someone needs to translate the article to japanese
@Amagys
@Amagys 4 года назад
Agreed, although as someone who can read Japanese at a mediocre level, I can say that when running the article through Google Translate it is able to gracefully handle the majority of it. It being able to convey the primary meaning as long as the reader keeps in mind it is from a translation algorithm. It can certainly be understood since the articles aim isn't to be extremely technical but convey the primary concept to all readers.
@Dr6or7KraftSingles
@Dr6or7KraftSingles 4 года назад
The rollback just implements a cut in animation to catch up with your input, thats why sometimes a move will look weird if you hit 5 or so frames
@liamfrench5198
@liamfrench5198 2 года назад
If you're a melee player this video has two takeways: 1: PAY FIZZI 2: PAY FIZZI GOD DAMN IT HE LITERALLY SAVED MELEE
@pokeshark
@pokeshark 4 года назад
rollback also has an offline implementation in RetroArch emulator frontend called "runahead". so if a game has 3 frames of native input lag, you can run 3 other instances of the emulation (hidden from the user), which removes the input lag and makes the game run more responsive than on the real hardware. some speculate a similar feature (dubbed "negative latency") will be used by Google Stadia to negate some of the latency of their game streaming platform.
@Ringating
@Ringating 4 года назад
negating local input lag is an interesting use of rollback, but if im understanding correctly then 0 input latency is the best runahead can do without visual teleportation. That said, going into the negatives and allowing it to have rollback-esque visual popping could be a viable solution to make game streaming feel less gross. I'm interested to see if that's what google is planning to do.
@kunlea7578
@kunlea7578 4 года назад
imagine if rocket league had delay based netcode tho. ugh
@chupasaurus
@chupasaurus 4 года назад
I would be a nuissance with my Urals 70-80 ping, but I've frequently have players from Arabian Peninsula with 120-200 and played some matches with people from South Africa (and that was in Rising Star so they played decent with 200+ ping!!!), all on European servers.
@ramsaybolton9151
@ramsaybolton9151 2 года назад
it would make the game terrible. You wouldn't be able to actually react to anything on screen and everything would become a guess which is bad because there is already delay because it's a physics based game.
@NurseLee
@NurseLee 4 года назад
Read this article and man it was SOOOOOO informative! Thank you!!!!
@goldentrout4811
@goldentrout4811 4 года назад
Amazing article! Great work Sajam for explaining it easily for us to understand and to Magic Moste for editing it nicely! Max should talk about this too.
@Sploopin
@Sploopin 4 года назад
Thank you Sajam! I understood what rollback was at exactly 15:50! Will definitely be reading this guide later.
@MarcosDanteGellar
@MarcosDanteGellar 4 года назад
ki infil attacks again. what a amazin good guy . and thanks sajam for the video
@LordCrimson78
@LordCrimson78 4 года назад
This is the best video ever made for FGC nerds.
@b4ttlemast0r
@b4ttlemast0r 3 года назад
Jmcrofts suggested that by default, the delay should be set to for example 3 frames and the option to set the delay should not be visible, but somewhere hidden in the settings and with an extra warning when you want to turn it on, there is the option to show the "amount of delay frames" dialog, so that players who know what they are doing can still set delay frames to their liking
@yuurou7927
@yuurou7927 4 года назад
Great article. I want to get Japanese studios to get their ass on this ASAP. I don't know how though.
@ThomasVu
@ThomasVu 4 года назад
For 45 minutes, I really hope Sajam reads it for me
@Chaoskae
@Chaoskae 4 года назад
Thomas Vu read it bro
@Numba1h8r
@Numba1h8r 4 года назад
as a multicast network engineer, I think you got the explanation right not cbt nuggets deep but these people aren't trying tot take a test
@EastyyBlogspot
@EastyyBlogspot 4 года назад
One of the best articles i have ever read, only knew a bit about Rollback based on Mike z quick talk but it just covered the basics, I really hope japanese developers fix it but with the way it is there chances are it would not (though saying that many japanese games use unreal engine now) One thing though with the example of 3 frame roll back i always thought on the player side when it receives the opponents moves 3 frames in then it shows the opponents move 3 frames in ? (skipping the first 2)
@Infil
@Infil 4 года назад
That is what's happening in the video examples, yes. In the case of Jago's overhead (the 0, 1, 2, 3f example), the skipped 3 frames are pretty unnoticeable but it is happening. Even the first video on the rollback page that shows Jago's MP being rolled back is pretty hard to notice, and that's 3 frames off a 7 frame move.
@qedsoku849
@qedsoku849 4 года назад
Rollback netcode is a godsend. For Hisoutensoku, fans of the game made a mod called Sokuroll, which implements rollback netcode. Without the mod, playing online is almost impossible, with it you can reasonably fight anyone around the world.
@dk1800ify
@dk1800ify 2 года назад
coming back to this and honestly sajam could just sit down and read anything and id probably enjoy it
@b4ttlemast0r
@b4ttlemast0r 3 года назад
In Smash Ultimate i main Incineroar, and he has a command grab where you have to press a button with the correct timing to get extra damage. Depending on the amount of delay, the correct timing varies and i have to adjust each match and change my timing
@littlegentleman3262
@littlegentleman3262 3 года назад
Same
@andriy_tato
@andriy_tato 4 года назад
So Tekken is perfect for rollback? Michael Murray, please 🙏
@andriy_tato
@andriy_tato 3 года назад
@@dusantapavicki8241 TK 7 is 3
@doncinati7644
@doncinati7644 3 года назад
@@andriy_tato read carefully
@hack2true
@hack2true 3 года назад
@@doncinati7644 read well
@PAPALIKO
@PAPALIKO 4 года назад
Praise the fucking heavens for this video!!! Thank you Sajam and lord Moste 👏🏽🙌🏽
@brunodantasm
@brunodantasm 4 года назад
These videos are edited yet there are subscriber thanking every minute.
@d0k0night
@d0k0night 4 года назад
but I DON'T WANNA read it myself. I expect you to summarize it for MEEEEEE. Just kidding just kidding haha. Thank you for linking the article, it was illuminating.
@death-by-ego
@death-by-ego 4 года назад
Every little guess I do Always seems enough for you You don't want to lose frames again But I'm not like them Baby, when you finally Get to play somebody Roll back It's gonna be me
@talbottsands3560
@talbottsands3560 4 года назад
Did you just?..........
@thaidanh
@thaidanh 4 года назад
We all know that rollback > delay based any day of the week. But which one is best? GGPO or Negative Latency?
@Amagys
@Amagys 4 года назад
Any in-engine predictive solution should be the best. Hard to say over time, but Google Stadia's negative latency won't have the benefit of being directly interfaced with the game logic, and it's likely to be a blow up until it's able to aggregate enough data to make predictions on the game being played (unless they specifically optimize it for a specific game). How long that will take, who knows.
@chupasaurus
@chupasaurus 4 года назад
Negative Latency™ is a Google try to cover up a delay-based netcode.
@Ringating
@Ringating 4 года назад
@@Amagys a later comment by pokeshark brought up the idea of "runahead," a feature in retroarch that is intended to negate local input lag. it does this by effectively treating the current gamestate as if it was just rolled back to, and resimulates forward however many frames. allowing this to simulate even further forward would introduce some visual popping, but could be a viable solution make game streaming feel closer to local play.
@Amagys
@Amagys 4 года назад
@@Ringating That's a cool feature for retroarch, but also has the benefit of being able to have access to the gamestate and game logic by virtue of being an emulator. I'm just taking a guess on Stadia, but they're probably not emulating their library of games; they could of course work with developers to develop such things. Also, input lag introduced by emulation is a different ball game than input delay introduced via game streaming. Which is inherently round trip based, meaning you press the button, server acknowledges it and the game interprets it--rendering to video which the server will compress and send to you. There's also factors like distance, internet speed, router hardware, and yes being on WiFi can dramatically impact these things, just like in a fighting game dropping packets or frames can ultimately cause another world of problems for Stadia than anything locally based. Their technology better be out of this world good at prediction or it's going to fall flat on it's face as marketing blow hard.
@SHINBAXTER
@SHINBAXTER 4 года назад
GGPO > NEGATIVE LATENCY =)
@KTSamurai1
@KTSamurai1 4 года назад
great resource
@Kuribohdudalala
@Kuribohdudalala 4 года назад
The one question I have if i'm understanding this correctly: Since rollback decides some inputs are irrelavent uring certain times, could there be rollback only OSes?
@ChristmasCakeLover_8866
@ChristmasCakeLover_8866 4 года назад
I think thats for special cancels and stuff like if you do crouching light and then hadouken or tatsu. Ggpo has less stuff to predict bc you can only do a few things to follow up the crouching light. If you try cLK to cHK that wont work thats why rollback ignores that input bc it wont do anything even if it rollsback in time and input the cHK.
@Infil
@Infil 4 года назад
No, because those same inputs would be treated the same way if played offline. People *do* perform OSes using this stuff (that's basically what a buffer is -- the special cancel inputs are ignored by the system on a whiffed move), but there are no "rollback-specific OSes". At the best of times, rollback can do no more than simulate the offline game.
@Kuribohdudalala
@Kuribohdudalala 4 года назад
@@Infil ok, thanks for the explination :)
@DreamerADV
@DreamerADV 4 года назад
I thought this website was just for information on KI. I'll give this a read through soon.
@IOSAppCrazy
@IOSAppCrazy 4 года назад
I don't think it's just networking and game development tech Japan is behind on. The Software engineering space in JP as a whole is at best like 5 to 10 years behind the US.
@MarkoLomovic
@MarkoLomovic 4 года назад
They are behind in game development because they are so focused on consoles and focusing on their own thing in Japan and ignoring rest of the world. this is especially noticeable in in fighting games. Just look at fighting games that you can find on PC. They are wilfully missing opportunity to make more money. New game for arcsys gran blue versus is not even confirmed for PC and they are not even looking into cross play and way to grow up their gaming communities, instead they constantly split it by releasing games at different times at different platforms and regions. t is amazing to me that fighting games never even got to try something like f2p model all these years that fact alone just goes to show how slow it is. Then they wonder why they are not making that much money in their fighting games when in reality they are not even trying to reach audience.
@Shoobster
@Shoobster 3 года назад
@@MarkoLomovic KI did f2p.
@JacobGameClub
@JacobGameClub 4 года назад
Galera, fiz um vídeo explicando tudo sobre Rollback Netcode em PT-BR! Passa lá.
@blakecastillo2474
@blakecastillo2474 2 года назад
Idk shit about building FGC's but this was a pretty cool video, and made sense to me.
@emerylafleur
@emerylafleur Год назад
what's crazy to me is like, nearly every multiplayer shooter ever functions on a netcode system similar to rollback. how is it that fighting games invented a new way to be behind the times?
@user-cc3ef7qh1x
@user-cc3ef7qh1x Год назад
Why do only PC get rollback?
@cellador_tk2105
@cellador_tk2105 4 года назад
Does Tekken 7 use some kind of roll back?
@MokonaModokiES
@MokonaModokiES 4 года назад
no.
@TomFooleryPlusR
@TomFooleryPlusR 4 года назад
The one thing that bothers me about rollback (though it is still vastly better than delay, don't get me wrong) is how after the rollback it immediately advances again. Wouldn't it be better to simply redo the last frames in a way that is visible to the local player? Otherwise, things in which reaction is really important such as in standing overheads will cut down the animation of the overhead to a potentially unblockable degree.
@Ringating
@Ringating 4 года назад
it advances after rolling back in order to bring the local player back up to sync with the remote player. if it instead just rolled back and played from there, the remote player would also have to jump back in order for them to remain synchronized. In both the local and remote players' cases, they'd lose any inputs that got rolled back, which would feel gross and could very easily ruin execution on stuff that doesn't even have any player interaction, like combos. One of the main upsides of rollback is that input timings will always be the same for those types of situations.
@TomFooleryPlusR
@TomFooleryPlusR 4 года назад
@@Ringating What I was thinking would be to rollback both and replay the inputs in a way that they are allowed to be replaced to correct actions for the real outcome. Scenarios with no player interaction would not be a problem as per the prediction system avoiding rollbacks.
@Ringating
@Ringating 4 года назад
@@TomFooleryPlusR I'm not clear how your proposed system would behave. Does "rollback both" mean both clients would need to synchronize a rollback? Does "replay the inputs" mean frame-by-frame so the players can see it, or does it mean within the duration of a single frame (i.e. the same way regular rollback re-simulates forward)?
@TomFooleryPlusR
@TomFooleryPlusR 4 года назад
@@Ringating As you said, the remote player would also have to roll back. The replay would be frame by frame, as the goal would be to make animations you need to react to visible from the beginning.
@Ringating
@Ringating 4 года назад
@@TomFooleryPlusR ignoring the challenge of scheduling a synchronized rollback for both clients, it sounds like the game would have to go back and replay frames every time there's a rollback. this would mean both characters would be frequently teleporting back in time several frames, since rollbacks occur pretty much whenever inputs change state. the reason rollback simulates all the way forward again within the span of one frame is so that your own character never operates at a different rate than it would when playing normally/offline. it's true that this will often result in animations losing some of their starting frames, but for playability's sake this is preferable to teleporting back in time.
@IAMOP
@IAMOP 4 года назад
I am here
@lesleylindsay7871
@lesleylindsay7871 4 года назад
No its I, am here. Saitama shounen
@thesaucypickle9866
@thesaucypickle9866 4 года назад
Wouldn't this make reactions harder?
@Ringating
@Ringating 4 года назад
reactions with rollback netcode should be no harder than they'd be with delay based netcode. with L frames of latency and R frames to react: *- delay:* attack animation starts (on frame 0), you react (on frame R), your input registers after a delay (on frame R+L) *- rollback:* attack animation starts remotely/invisibly (on frame 0), you see the shortened attack (on frame L), you react (on frame R+L), your input registers instantly (on frame R+L) this shows that the difficulty of reactions should theoretically be the same in both. in practice, a lot of attack animations aren't very noticeable in their early startup frames anyway, so with rollback you'll often be losing info that wasn't going to affect your reaction regardless.
@barrylemon
@barrylemon 4 года назад
I’m still watching more videos by Sajam about netcode and Idgaf I like it leave me alone
@isaacmelendez2241
@isaacmelendez2241 4 года назад
So you'd see the teleporting more on Rollback? (Not tryna knock it, I'm just askin)
@Infil
@Infil 4 года назад
There's no teleporting at all in delay-based; the game is either visually smooth when inputs arrive on time, or it pauses and chugs when they don't. Teleporting only happens in rollback when a prediction is incorrect and the new inputs change the game state somehow. This usually happens on movement (we predicted he would keep walking forward, but he didn't, so we roll back and change his movement a bit), and if you combine delay + rollback as all modern rollback games do, you'll only get this teleporting when the lag exceeds some threshold.
@thelurkingpanda3605
@thelurkingpanda3605 4 года назад
how far can you move in like 3 frames bro. it will only teleport if you timed changing directions with a lag spike
@pedrito890
@pedrito890 4 года назад
meanwhile the smash community is crying for dedicated servers LUL
@Chaoskae
@Chaoskae 4 года назад
pedro avila the problem plagues both communities.... Nintendo is a Japanese developer
@malcovich_games
@malcovich_games 4 года назад
Smash Ultimate and Smash 4 in particular are partially developed by Bandai Namco, no doubt also responsible for the delay netcode in recent Tekken games including 7.
@bionicallyacomputer292
@bionicallyacomputer292 Год назад
ooooh
@RollTheBonez
@RollTheBonez 4 года назад
Small note, but I'm pretty sure he meant 166ms per frame. Edit: Am dumb. Quick maths.
@Ringating
@Ringating 4 года назад
that would be 6 fps
@SHINBAXTER
@SHINBAXTER 4 года назад
16.6 IT'S 1000/60 =)
@DuoMaxwellDS
@DuoMaxwellDS 4 года назад
People, spam this video and the article to every social media that major Japanese game dev using. Maybe one of them will actually bother to watch it.
@Ringating
@Ringating 4 года назад
18:14 "the local player’s inputs are always shown immediately and can never be undone." While technically correct, this is a bit misleading, imo. It's certainly possible for rollbacks to effectively "undo" one of the local player's _actions_, even though technically it won't be undoing the local player's _inputs_. For example, If the opponent has a 1 frame move that can interrupt a lengthier attack of yours, you could see your lengthy attack hit just for it to then rollback into it having been interrupted by the 1 frame move. This would feel like your input was "undone" or "eaten" even though the game did properly account for your input.
@Infil
@Infil 4 года назад
While you're correct, I think the distinction between the *inputs* never being lost (vs the intended effect if your input sometimes being rolled back) is really important. Inputs being straight up lost is so much more detrimental. Also, think about the scenario where you press MP but get counter hit by a jab. Since neither of these moves are reactable, in an offline game you just see the end result of you being counter hit. In a rollback game, you might see your MP make contact with your opponent (block or hit) for 1 or 2 frames before a rollback occurs into you getting hit. But because rollback works off a single clock sync, the reality is, both these situations are the same. You actually pressed your MP too late according to the "global sync", even if your game temporarily lied to you about that, so you deserve to be counter hit. This would only suck if your reactions changed your inputs, which can happen on rare occasions, but definitely does not happen in the vast majority of rollback cases.
@Ringating
@Ringating 4 года назад
@@Infil I agree with the idea that both players are beholden to the same "single clock sync," but these scenarios where the rollback could result in the player reacting to the wrong visual feedback are the concerning/interesting ones (though I'm not arguing that pure delay handles them any better). One potentially common scenario is hit-confirming. If the defender blocks during the last handful of frames where it's possible, the attacker will briefly see their attack hit. The moment of impact is when the most visual feedback occurs, which makes it even more likely that good players will have made their reaction/decision to hit-confirm before they can recognize that the hit didn't actually connect. One solution to this is to add startup frames to blocking. Though it would make defense slightly harder, it would increase the range of latencies that will never have to deal with rolled-back hit impact effects. This would have far reaching balance implications, ofc, but it may be worth considering in games that are designed for primarily online play. edit: also, sajam's first video that brought up netcode (around the end of august) led to me watching NRS's gdc talk on rollback, which led to me making a prototype to test out the concept. check it out if you like: whiffpunish.com/netcode
@oldmanfran5523
@oldmanfran5523 4 года назад
6:40 There are these things called printers... crazy what technology can do these days, huh?
@HeroEmiya
@HeroEmiya 4 года назад
23:48 How would rollback deal with Guilty Gear then? With its RC system where you can always cancel anything into anything at any time. Wouldnt that kinda break rollback?
@jordanwilson8724
@jordanwilson8724 3 года назад
If you properly code the games rules into rollback then it shouldn't.
@myboy_
@myboy_ 3 года назад
No, why would it be different
@shaunmcisaac782
@shaunmcisaac782 Год назад
MKX disconnected you at 8 frames of rollback SFV allowed 15F of one sided rollback lol
@Waterlemon123
@Waterlemon123 4 года назад
Melee is siiick
@myboy_
@myboy_ 3 года назад
Were truer words ever spoken?
@DjEric_DarkSide
@DjEric_DarkSide 4 года назад
@31:00. Why that shit always happen to me 😪 and the oppent playing fine😡 and if you complain theyll just say it was ok, you are salty.
@MoldMonkey93
@MoldMonkey93 4 года назад
So Rollback basically gets inputs from a ghost.
@MoldMonkey93
@MoldMonkey93 4 года назад
I noticed something though. Disregarding fightcade, I noticed most games that have rollback that have released to public tend to be games in which there's target combos or revolver combos. Not so much games with strict single button press combos. Not trying to doubt rollback, just its ease of implementation. Would rollback work in games like Tekken where there's strict juggle timing and punishment after certain blockstun? I like to think recent MKs but those have a certain height to 'em that works and particular buffering. 28:10 probably answers my question.
@Ringating
@Ringating 4 года назад
@@MoldMonkey93 if the defender is currently incapable of influencing the state of the game (in hitstun, being juggled, etc) then, as far as the attacker is concerned, rollback should look and feel the same as playing offline. I'm not super familiar with tekken's specific mechanics, but hitting strict timings in combos shouldn't be any harder on rollback than it would be offline (unless ofc there's suddenly some extreme network issues that exceed what can be handled by rollback).
@nanyabusiness4965
@nanyabusiness4965 4 года назад
Some things like frame perfect inputs could get messed up by lag like taunt jet upper and perfect electrics. But lag still just fucks up Tekken anyway so it would probably be better overall. Block punishment for the most part wouldn't be too poorly affected unless you're going for perfect electrics and some of the other more difficult punishment options, typically ones which punish moves with pushback. For most block punishment you can mash the input but some characters will be more disadvantaged by lag than others. Some combos will get affected but these are usually ones you wouldn't attempt online anyway as it is. There are projectiles in Tekken now though so that might be a problem for them being inputted in the prediction frames.
@irvintang2751
@irvintang2751 4 года назад
Sajam, if someone like you who’s deep in the FGC can’t get Japanese devs to implement this how can a mere gamer like me stand any chance of them listening?
@Copperhell144
@Copperhell144 4 года назад
They won't listen "to you", but hopefully if all of us (including you) complain loud enough, they'll take notice
@xTraexEdge
@xTraexEdge 4 года назад
There's no fucking excuse now.
@alex_oiman
@alex_oiman 4 года назад
i just spent 45 minutes learning shit i mostly already knew
@NeoDaOne
@NeoDaOne 4 года назад
I just dont see how we will ever get the japanese developers (or any others still using it) who are still using delay based (and those who have rollback but implemented it incorrectly) to change. I mean even if gamers would complain the loudest and NOT buy the next game (cause money always talks)...will those developers see the demand for better netcode for them to finally be like okay, we will do better. F with the churches money is the only way to get the church to act right. Will it be enough or will they continue to stay stubborn.
@Graestra
@Graestra 4 года назад
Couldn't this potentially cause issues with a game like Guilty Gear where you can burst or RC at pretty much any time?
@MokonaModokiES
@MokonaModokiES 4 года назад
Skullgirls also has bursting to stop infinites or when the same move is repeated too much and its up to the player to control that and works perfectly. You also have combo breaking in killer instinc where its a rock paper scissor battle where you want to guess the right button the opponent press to escape the combo and it also works totally fine. Both of this games run on rollback and are among the best ones in how it was implemented.
@dealerofdeth
@dealerofdeth 4 года назад
These wi-fighters need to gtfo because they are still problems, EVEN ON GGPO;
@lesleylindsay7871
@lesleylindsay7871 4 года назад
Wifi for life... come catch my Poison outside👻
@dealerofdeth
@dealerofdeth 4 года назад
@@lesleylindsay7871 I just want you to know that you are why there is war
@legendredux1291
@legendredux1291 4 года назад
Sad reality is not everyone can get wired.
@Infil
@Infil 4 года назад
GGPO/rollback may not be able to solve all of the problems of a WiFi connection, but you might as well choose the netcode solution that handles them the best. I think WiFi is here to stay, whether we like it or not, so games can at least do their best to help.
@greensky5328
@greensky5328 День назад
⁠@@InfilMost definitely, fighting games should be accessible and the history of gear gating people with controllers is bad enough. I always play wired personally but you never know what someone's situation is. You did a fantastic job with this article!
@TheCajanator
@TheCajanator 4 года назад
Yo this video gave me some whack ass recommended videos...
@EBKDanteMustDie
@EBKDanteMustDie 4 года назад
with all that being said UMVC3 is a perfect example of having the worst possible netcode in the history of Ps4 fighting games. they never even attempted to fix the shit. i play on cat 8 ethernet and come across nothing but lagswitchers and wifi warriors.
@zlatyan
@zlatyan 4 года назад
Lag doesn't exist in couch co-op 😁
@swizzy51
@swizzy51 2 года назад
I don't understand
@anonysalt
@anonysalt 4 года назад
Where's the discussion about p2p vs client-server? That's an integral decision for network implementation that affects gameplay just as much. Just talking about rollback netcode paints an incomplete picture. Also, prediction: watch Riot release their fg with dedicated regional servers.
@Ringating
@Ringating 4 года назад
adding a server as a middle man in a 1v1 game would likely increase latency in most cases, just due to the larger geographic distance the data would have to travel. There wouldn't be any anti-cheat benefits either, since the only data being sent between clients is input data. The only upside I can think of is that true desyncs wouldn't have to terminate the match, since a server could revert both players to its last valid state (but this is uncommon anyway, and imo not worth the potential extra latency).
@Infil
@Infil 4 года назад
There's a brief discussion about it in the Iron Galaxy interview section on page 6.
@indigoknock3261
@indigoknock3261 4 года назад
One way we can better the fgc is to kill off toxic masculinity and homophobia...
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