3 ms·
It uses a fairly standard netcode where the state on a server is the only correct one. Battlefield 4 for example has a preference of a client state over the ser
by chupasaurus 6y ago
It uses a fairly standard netcode where the state on a server is the only correct one. Battlefield 4 for example has a preference of a client state over the server in hit registration.
- meheleventyone 6y agoYes but the game is deterministic and trades inputs which are rewound and resimulated. I don’t think the interesting part of rollback net code in fighting games is that it’s usually peer-to-peer. There’s a GDC talk on how it works here: https://www.youtube.com/watch?v=W3aieHjyNvw https://www.youtube.com/watch?v=W3aieHjyNvw
- chupasaurus 6y agoI know how it works. The only major difference for FPS is that there are multiple inputs inside a frame which have to be precisely timed. All the prediction models are either deceiving for a false reaction or the same "keep doing the previous action".
- mold-monkey 6y agoWhat you described is how sensitive a fighting game is. Which need to be 60FPS because moves are made within that limit with startup frames, active frames and move recovery on block vs whiff. The only FPSs that come close to FG levels of reaction/inputs is Quake, Unreal and maybe CSGO.