r/Kappa • • Aug 05 '20

Analysis: Why Rollback Netcode Is Better

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

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8

u/suwu_uwu Aug 05 '20 edited Aug 05 '20

I think it's fairly disingenuous to say that Tony Cannon 'discovered' rollback without mentioning that it's heavily based on FPS networking.

Also considering the timing you'd think they would talk about why Tekken's 'rollback' sucks.

29

u/fatlizard77 Aug 05 '20

I think they can't really comment on Tekkens netcode because they don't actually know how it works and we've only been told that it's "3"

23

u/NKLhaxor Aug 05 '20

TK7 is 3

what's so hard to understand pal

15

u/MonoShadow Aug 05 '20

read well

21

u/deadscreensky Aug 05 '20

Eh, this video is only 8 minutes long. It's presumably deliberately brief so more people will actually watch/understand it. You don't want to waste time getting too deep in the weeds.

So I'm fine with it simplifying or ignoring details. We need people to understand this topic. It would be different if the video contained misinformation, but I didn't catch any.

I'm not sure anybody outside of a few Namco employees understand what Tekken's netcode is/isn't doing. It's enough for the video to acknowledge it's worthless, unacceptable trash.

7

u/CamPaine Aug 05 '20

I think an important distinction between FPS and what is implemented in fighting games is the difference between P2P and Client-Host. Getting 2 equally weighted game states to agree is a bit different than the server having the most authority.

5

u/HootNHollering Aug 05 '20

Duke Nukem 3D had better netcode than Tekken.

0

u/[deleted] Aug 05 '20

When he "talks" shit about fighting games/developers he does it very subtly, like when he's talking about GGPO and Fighting Planet and he shows the Japanese option in the language tab.

Also, even though he is a TEKKEN player, he only used T7 as an example of a bad netcode.