4 ms·
The fact that they were able to optimize two frames of input lag away to make the online gameplay have the same latency as offline is itself incredible. As far
by CarVac 6y ago
The fact that they were able to optimize two frames of input lag away to make the online gameplay have the same latency as offline is itself incredible.
As far as I know, even other rollback-equipped fighting games still add a little bit of latency in order to play online without requiring constant rollbacks.
That said, Melee is also a game that is very hard on the rollback, because movement and attack startup are far faster than in many fighting games.
Dashdancing with rollback leads to some annoying camera judder.
- zucker42 6y agoAFAIK they didn't do anything special to save two frames, just a CRT (which is what's used on LAN) has 2 frames of lag.
- enneff 6y agoCRTs don’t traditionally introduce any latency. It’s digital displays like LCDs that use buffers to pre process images and that add latency.
- Blackthorn 6y agoYes, we know. And melee is almost always played on CRTs locally.
- whateveracct 6y agoMelee itself has a frame (or two?) of lag due to poor input processing or something.
- CarVac 6y agoMelee has 3 frames of lag on a CRT, none of which come from the CRT. They managed to pare it down to only one frame.
- whateveracct 6y agoIn a way, Melee shows that a couple of artificial frames of lag can be beneficial and allow for seamless online play on-par with LAN. Since the game is already one of the fastest & most reaction-oriented out there.
- whateveracct 6y agoI play Fox and worry that I jump all over the place. I play Melee on CRT with my wife all the time. Fox vs Sheik. Rollback sucks in comparison. Sheik teleports all over the place.
- witherk 6y agoDepends on the ping. I would say once you start pushing 80 you can definitely feel it. But >60 ping rollback feels very good if you are playing on a good monitor.