Re:Fighting games use delay-based and rollback netcode
by djtango on Sunday January 22, 2023 @10:44AM
(#34478425)
My history is a little hazy but wasn't rollback as a solution driven by the community. Maybe it was SF3 online emulation or something? Or was it Smash Melee
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Re:Fighting games use delay-based and rollback netcode
by whateveracct on Sunday January 22, 2023 @11:17AM
(#34478846)
Rollback was added by the community to Melee. With in-game matchmaking. It's a combination of a modded Dolphin + cheats to mod the ISO itself.
Re:Fighting games use delay-based and rollback netcode
by djtango on Sunday January 22, 2023 @11:34AM
(#34479053)
Sounds about right. Never was part of the Melee community but I was always impressed at their ingenuity to figure out multiplayer in the face of Nintendo's active community hostility and bonkers multiplayer UX
Re:Fighting games use delay-based and rollback netcode
by cma on Sunday January 22, 2023 @10:45AM
(#34478450)
At least 2006 https://en.m.wikipedia.org/wiki/GGPO
Re:Fighting games use delay-based and rollback netcode
by djtango on Sunday January 22, 2023 @11:24AM
(#34478941)
Ah yes this is what I had in mind
Re:Fighting games use delay-based and rollback netcode
by hyperhopper on Sunday January 22, 2023 @04:21PM
(#34482370)
No, the first major game to use it and push it was Skullgirls.
An exemplary example of how to make a great game. Unfortunately it has been though a series of unfortunate events and never gets the recognition it deserves
Re:Fighting games use delay-based and rollback netcode
by bskrobisz on Sunday January 22, 2023 @05:09PM
(#34482758)
"Series of unfortunate events" is an understatement, but I would say it gets due recognition--it's an indie game over a decade old and still earns its slot at major fighting game tournaments and (after said events' hopeful end) still has support from developers and community alike.