Normies find out what roll back netcode is from watching smash autists on YouTube

>normies find out what roll back netcode is from watching smash autists on YouTube
>now every fighting game uses it as a marketing point even if their game doesn't have it
>Normies eat this shit up
The fighting games are dead

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>fighting games are dead
Hopefully, you’re next, OP?

Zim!

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What's wrong with roll back?

It's mentioned frequently and it's efficient so Any Forums hates it.

Any Forums likes delay based netcode since it's a good excuse to not play a game. It's fun to say what classics Rev 2 and KoFXIII are but, would you look at that, they don't have rollback so I guess I can't play them "anymore now".

Its easy to hate because twitter and ecelebs clamor about it despite it being an actual fundamental necessity in any fighting game since 2010.

>now every fighting game uses it as a marketing point even if their game doesn't have it
Exactly what game does that?

What is rollback netcode?
From the name I'm guessing it's where they calculate stuff on the server side to prevent cheating, but also calculate it on the client side to allow for smooth animation and roll things back periodically with server side stuff. FPS games have been doing that for ages.

figured it was just contrarian bullshit. Nu-Any Forums would ask for their disc to be shredded in a million pieces if a random fag on twitter said that would be a bad thing.

The game constantly creates savestates based on possible inputs and rolls back to the most agreeable one if there's a desynch. The end result is that the players don't really deal with input lag the same way they would with delay netcode.

No fps game uses rollback. Fps games use predictive system which sucks mega dick atleast when done by modern nigger devs. They also apply 100 layers of interpolation to make the game look smooth but in fact is a brokens mess. You can clearly see this in every fps title when you die you teleport away from your client position

when you roll backwards, retard

Game in the op pic used rollback netcode I'm it's marketing and it doesn't even work lol and still doesn't

Rollback netcode is where both clients are constantly predicting the inputs of the other. When an input from the other client is finally received, your client will "roll back" in time to the point where your opponent used that input. Then your inputs will be resimulated.

It's predictive netcode. It's essentially indisputably better than delay based netcode. It really has no downsides. The tiny jitter it adds to an opponents moves from mispredictions is SO much better than having to get used to various lags to YOUR inputs.

The game always had rollback, they just had some problems with synching (like SFV or MBTL), which appears to be fixed now.

Much like games can have better or worse implementations of delay-based netcode, games can have varying qualities of rollback. That's different from saying your game uses rollback while secretly being delay-based.

Why are soys like this?

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When will technology reach a point where you don't have to bother with this predictive or delay shit and you can just simply play online without lag?

It's popular

Good question, why ARE the strawman wojacks in your head like that?

Fighting games are going the way of RTS's. Every game is a rehash and it popular appeal is way down.