Комментарии:
Nice, now tell me how to add rollback to Waku 7 ...
ОтветитьIm here cuz the King of Fighters 2002 UM Rollback beta tests starts today!
ОтветитьGreat video, could you tell us whether it's more difficult to implement rollback netcode for the unreal engine fighting games (SFV, SamSho, DBFZ etc) than old-school 2d games (SF33, KOF02 etc) ? thanks
ОтветитьSo.. I still don’t quite understand this concept of rollback netcode.. I mean, what bothers me the most is the teleporting. There is already plenty of those in SFV, so how is this any better??
Ответитьplease support for MacOSX
ОтветитьGreat explanation..about online netcode for fighting games...GGPO..is best thing ever happened to fighting games.... Thx
Ответитьyou guys are doing amazing work!
ОтветитьI been playing fighting games for many years but still don't fully get how rollback works
ОтветитьPLEASE HELP WITH SAMURAI SHODOWN NEO GEO COLLECTION!! THANKYOU!!😁
AND THANKYOU FOR FIXING THE LAST BLADE 2!!
can anyone answer me if fightcade 2 use this netcode,i have some matches with usa lately with a solid connection,my country is greece
ОтветитьI really hope one day Bandai Namco can get this implemented
ОтветитьI still don't get why Nintendo gave rollback netcode to ARMS and not Smash Ultimate?
ОтветитьYour contribuitions to SNK fighters have not gone unnoticed, thank you for your work!
Ответитьpeople want rollback for smash but that sounds horrible. thing about falcom just standing there then suddenly your hit by a falcon punch in 1 frame with no start up.
ОтветитьWhere does the prediction part fit in?
ОтветитьGreat news guys, The King of Fighters XV will have Rollback Netcode!
Ответитьthis is disadvantageous for players that has fast reaction time
ОтветитьI still don’t get it
ОтветитьI have questions:
1. I made a scenario since I find it hard wording this into a simple question.
There is 5 frames of rollback between player1 and player2.
player2 sends an input of an attack and is currently doing the attack's animation their side. 5 frames later, player1's side receives player2's input and teleports player2 into frame 5 onwards of that attack animation and to where player2 is located inside player2's side.
The question is how did player1's side know that player2 was at that state by the time player1 received player2's input? Especially that player1 has no idea what player2 was doing before that.
2. What does rollback do if the amount of "rollback frames" is bigger than the fastest attack in a game (startup and active frames combined)? Would it skip the attack altogether?
3. Since fighting games are p2p, is the ping same between both players?
Its a WHOLE new level, but this is GACHA game and Stats did matters.
conclusion : netcode doesnt work on KOFAS mobile game
Does anyone know what the name of the song is or is it original to this video?
ОтветитьThank you for giving amazing potential to Nickelodeon's Smash Bros
ОтветитьWho’s here because Nickelodeon smash bros
ОтветитьOnce we have have quantum internet for games quantum entanglement should remove the lag completely and inputs would be instantaneous as if both machines were the next to each other or the same machine.
ОтветитьMan if only smash had this then paying $20 a year would be worth it
ОтветитьOoooh.
Now
I
Get
It...
Something that's not made entirely clear or maybe I missed it: If you're seeing rollbacks happening, is that because the game is compensating your connection or the opponent?
A game I play sometimes "Brawlhalla" uses rollback mechanics. If I see them happen a lot I usually ask the player I am against if they saw similar too, almost 100% of the time they are not getting rollbacks. Is this because MY connection is slow/weak or is it because theirs it slow/weak?
I feel like the teleporting would be super disorienting though….
ОтветитьDoes the value you set your rollback and delay to affect what your opponent sees?
ОтветитьYou should try to reach out Demon Slayer devs...
Huge input delays problems as of right now...
Old tech Japanese uses in video games
You guys should contact Atlus to try to add rollback to Persona 4 Arena Ultimax when it rereleases
ОтветитьI tried reading about rollback in fighting games and it made no fucking sense this video made it 100% clear to me
ОтветитьI think the delay based netcode is the best. Ggpo doesn't make things magically better. It call comes down to the connection. First and foremost, ban wifi.
What we really need is deterministic based networking. Just imagine two PCs connected via rs485 or something. It would be magical but that won't happen.
Can we see this for KOF 13?
ОтветитьSome considerations: Do fighting games tend to have variable latency (variable rollback) all the time, when not counting big lag spikes? Because to me that kind of awful. Why not fix variable latency by buffering, to give it some extra time for the packets to arrive, so that they can be simulated on time? For example, if at average 130 ping the latency varies between 120 and 140, use 15ms extra buffer. This would result in an artificially inflated but stable 145 ping. The latency would be higher, but it might be worth it for the consistency. It's similar to the scenario when you use pure and fixed input delay that's higher than the ping, which makes your perspective just more artificially delayed even if the ping is lower. There's no reason some of that can't be allotted to (relatively) fixed amount of rollback.
ОтветитьI remember you guys from a Space Invaders plug n' play I had. Instantly thought of you when I saw your company's logo in Super Star Wars or KOF 2002 UM on PS4.
Ответитьthank you guys for adding rollback to samsho
ОтветитьAnd now, Samurai Showdown will have Rollback Netcode! Thank you so much.
Ответитьi want to take a few clips from this for a video im working on, ill be sure to give full credit for your awesome work, and i subbed!!
ОтветитьThis is how King Crimson works!
ОтветитьHarada needs to watch this video
ОтветитьMan, they both sound like horrible options.
ОтветитьThanks for the excellent explainer.
ОтветитьWhy Samurai Showdown switch version won't have rollback ? Thank you for your work guys.
ОтветитьI'm glad I found this. It seems Street Fighter 6 chose to a variable delay frame option. Which is terrible when occasional ping spikes happen. I prefer games letting me choose my delay frames or having baked in Delay frames like GG Strive does.
ОтветитьThank you for porting Garou:MotW and The Last Blade 2 to the PS Vita
ОтветитьI just started an introductory course in computer sciences. I love fighting games and that's why I would like to know a roadmap on how to start programming for rollback netcode. good video and thanks
ОтветитьSo basically as long as your connection is okay and you pick an input delay that’s comfortable then you should fine
ОтветитьFor those asking, we'd be keen to add rollback to any games we're asked to, but it's going to be up to the owners of those games whether or not it's done. So, it's not us you have to convince, it's them. :)
Ответить