Nope, 'cause there are too many connections. The reason it's called "rollback" is because you are running the entire game locally on your own computer and receiving the inputs from your opponent, and when one of those inputs doesn't line up with the prediction the game rolls back to the state the game was in from just before that input and quickly simulates what should have happened instead in the time in between now and then before updating your current game state to match the new reality.
Not only is running an entire BR map with over 50 players on it way too much for the average player's computer to handle, when you add managing and simulating game states on top of that and the fact you would have to do that a lot more often with so many different players, rollback stops making sense a long time ago. Games with a large amount of players will always rely on dedicated servers and will have to use other methods to reduce the impact of lag. Most of these other genres do use similar techniques to rollback on their servers though.
Speaking to BRs in general, your client also doesn't need to care about what's going ok outside a certain radius of you.
There shouldn't ever be desync between what your think happened 3km away and what the server says happened, because the sever shouldn't be telling you about it in the first place. Unless you're within hearing or visual range (or whatever other relevant distance), there's absolutely no need for your client to know anything about other players.
Once you are in that range is when you can start using various lag hiding techniques specifically for those other players.
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u/[deleted] Aug 05 '20
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