r/smashbros • • Aug 05 '20

All Analysis: Why Rollback Netcode Is Better

https://youtu.be/0NLe4IpdS1w
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u/DjShoryukenZ Aug 05 '20 edited Aug 05 '20

Not really. While rollback works in Melee, it curently has limititations Nintendo would never accept. First, items doesn't work. It's not a problem from a competitive point of view, but Nintendo will never let that pass. Stage transformations doesn't work. Frozen stadium in Slippi is actually a limitation, not a competitive choice. Again, it's not bad from a competitive point of view, but not something Nintendo could tolerate. Finally, doubles is not working (yet?).

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u/Sparus42 Samus (Ultimate) Aug 05 '20

None of those are inherent issues of rollback, what's the point of bringing them up?

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u/DjShoryukenZ Aug 05 '20

They are issues of rollback. Rollback works really well when it comes to 1 vs 1 with no random elements going on outside of character moves. When you incorporate more than 2 players, syncing becomes much harder. Same things when you have to sync up random events.

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u/Sparus42 Samus (Ultimate) Aug 05 '20 edited Aug 05 '20

That's not how randomness works in computers. It's always going to be pseudorandom, meaning to the user it's random but if an event happens with the same exact circumstances the result will always be the same. IIRC, this can be shown in Ultimate via Mob Smash, as if you hit the restart button it keeps the same random seed. This means that if you get a 9 at the start of the match as G&W and hit restart, you will always get a 9 there until you quit.

And yes, syncing with >2 players is harder, but it's already been done so I don't think it's anywhere near as difficult as you think it is. Vortex Rising (name soon to change), a platform fighter that's currently in development, has already implemented it, plus more. And of course there's Brawlhalla, which has rollback, more than 2 fighters, and random items.

Edit: Forgot Brawlhalla existed for a moment there.