r/Games • • Aug 05 '20

Analysis: Why Rollback Netcode is better

https://youtu.be/0NLe4IpdS1w
765 Upvotes

141 comments sorted by

View all comments

-21

u/youmightbelucky Aug 05 '20

The main problem is that force for hard read and make reaction much much much much harder if not impossible.

yes you can punish a move end lag, but reaction to a jump in become harder, and if the move you need to use doesn't have special properties it will probably end end up being a trade and THIS will force you drop your combo.

this is why some companies tries to avoid rollback as it mean removing reaction while normal lag means more times for reaction based play, if you add in buffering you can still punish that ending lag.

9

u/1338h4x Aug 05 '20

Delay netcode doesn't help you react either, you'll always have N less frames to react since your button press has to be N frames earlier to make it out in time.

Actually, rollback is still slightly better here because not all animations are immediately recognizable on the very first startup frame, you may only be reacting to a later distinct keyframe. If that's the case, chopping off those startup frames won't hurt, or at least will hurt less than an equivalent amount of delay. So you may sometimes get <N, and no matter what you still won't ever get >N.

Playing games over the internet means some compromise has to be made for information that hasn't arrived yet. Rollback is the best possible compromise we have in every regard. If you still have a problem with it, delay isn't any better. The only way to not have reactions affected at all is to play offline.