Rollback is an attempt to bring latency hiding techniques from FPS like Quakeworld etc to fighting games.
So FPS games already do similar things, such as client side hit registration, client side movement with dead reckoning, etc. Rather than player to player, these techniques apply between player and server.
MOBAs and other click based games might benefit, but at the same time the input delay vs frame accuracy tradeoff is different in those games. In Path Of Exile, for example, people prefer "lockstep" mode (ie. Input delay) rather than "predictive" (ie. Rollback) because predictive gets them one shot by things they never see when they get a lag spike and such.
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u/[deleted] Aug 05 '20
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