4 ms·
You don't necessarily need to inflate startup animations or even worry about an unreactable LP/LK, the solution to this problem has existed since the very begin
by mbStavola 4y ago
You don't necessarily need to inflate startup animations or even worry about an unreactable LP/LK, the solution to this problem has existed since the very beginning: give the player control over how the rollback works!
For example, in Skullgirls you can actually tune GGPO on a sliding scale to add more input delay buffering. You can essentially simulate delay-based netcode within a rollback based game by pumping up the input delay to the max. Players will find their personal preference on the spectrum of "near-zero input lag, more rollbacks" to "high input lag, no rollbacks."
Also, if your game is running at 60FPS you're going to have a lower bound of roughly 3 frames input lag anyway, even if you were playing local. So if you tune your rollback to a 3 frame delay as a default value, the experience for most players is going to be pretty much perfect.
- kibwen 4y agoIndeed, you can allow players to adjust the base input delay or even have separate hardcoded input delay profiles for online and offline play, but that introduces its own problems when it comes to a player's muscle memory. In the worst case, this introduces its own design constraint where you might avoid designing your game to include frame-perfect inputs solely to make it easier for players to transition from high-delay to low-delay scenarios.
- thaumasiotes 4y ago> In the worst case, this introduces its own design constraint where you might avoid designing your game to include frame-perfect inputs If a frame is 1/60 of a second, that's not much of a design constraint.
- jcelerier 4y ago> Also, if your game is running at 60FPS in 2000 i had a CRT that could do 75fps, my current screens are 144 and 240 respectively.. 60 is a little bit passé
- whateveracct 4y agoMost fighting games tick at 60fps. It's plenty fast and you don't need more granularity than 1/60 of a second for precision gameplay (imo). You want high refresh rate with 60fps tick rate though to avoid dropping frames due to refresh differences.