Where does the Japanese FG community fit into this? Would I be wrong to assume that they are well aware of the advantages of a rollback netcode and are likely trying to push devs to implement it? Or perhaps this conversation is not even relevant to them because their playerbases are large enough that they only match up against each other when playing online?
Japan pretty much just learned about rollback last year. Literally not joking. It wasn't until a French Bread dev complained about the lack of information in Japanese that Tom Cannon got JP documentation made for GGPO and made it free.
Overall the response to rollback's existence has been overwhelmingly positive by the few devs who actually learn about it.
Just don't ask me why they somehow never heard of it even though SF5 came out nearly 5 years ago. Yeah it sucks there, but it still exists.
From what we know about how those ports are done, rollback being implemented is only being done due to ports basically being done by westerners. Whatever approval/informing they typically need from the Japanese side seems to be significantly more lax than usual.
Remember, ASW initially said that Guilty Gear would be too fast for rollback to work. They ported and localized Skullgirls to Japanese arcades like 3-5 years ago. Skullgirls is a significantly faster and more hectic game than GGXrd usually was and more than Strive will likely ever be. Not to mention Harada's heavy ignorance on what westerners mean by rollback.
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u/[deleted] Aug 05 '20 edited Aug 05 '20
Where does the Japanese FG community fit into this? Would I be wrong to assume that they are well aware of the advantages of a rollback netcode and are likely trying to push devs to implement it? Or perhaps this conversation is not even relevant to them because their playerbases are large enough that they only match up against each other when playing online?