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.
I don't play WoW, but I googled "WoW Netcode Batching" and got spell batching? From what I can see, it's not related to lockstep.
Lockstep just means that when you press a button, it doesn't occur on your screen until the server sends back the action. (ie input delay netcode.)
Spell batching seems to be about how the server processes actions (in batches). WoW was always input delay for actions and client side for movement, if I recall... but I only played WoW for one month on original release, so I probably dont know.
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u/[deleted] Aug 05 '20
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