This video discusses netcode in fighting games and offers insight into why properly implemented rollback netcode is not only better than delay-based netcode, but is essential in maintaining and expanding the playerbase in fighting games.
I haven't finished watching, but the interesting thing for me is right near the beginning where they talk about how rollback allows you to matchmake with FAR more people due to how much better it handles ping between you and your opponent.
I haven't finished watching, but the interesting thing for me is right near the beginning where they talk about how rollback allows you to matchmake with FAR more people due to how much better it handles ping between you and your opponent.
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