We had a big live Q&A about rollback netcode! Thanks to everyone who submitted questions!
Core-A Gaming's Rollback primer video: • Analysis: Why Rollback Netcode Is Better
NetherRealm's GDC Talk on Rollback: • 8 Frames in 16ms: Rollback Networking in M...
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0:00 Introduction
2:42 How do I add rollback into my indie game?
3:25 Is GGPO the only resource for rollback?
4:36 The Main Concept of Rollback
7:24 What is determinism and why is it important?
9:26 Decoupling a game's Render phase
13:04 Game update loop efficiency
15:05 How complex is it to add rollback to a game that never had it originally?
16:44 Why is rollback so difficult to add to any fighting game?
17:51 Why do companies not invest in rollback despite fan demand?
24:18 Are 3D games more difficult to develop rollback for?
28:03 Will Tekken 8 have rollback?
31:18 The community's demand for rollback
34:21 How do you implement GGPO into Unreal, Unity & other engines?
44:47 What engine should hobbyists use to get started with rollback?
52:01 Where does WiFi and Ethernet come into all this?
56:02 Can you point out what your Unity rollback demo is doing?
1:00:28 Does fast gameplay effect rollback?
1:02:50 Does frame data change during bad connections?
1:05:05 At what phase of development should you implement rollback?
1:13:40 Can you briefly explain your determinism setup in Unity?
1:16:46 How would you test rollbacks to simulate bad network conditions?
1:18:32 How do you send network data for rollback?
1:22:12 What is the difference between TCP and UDP for network communication?
1:26:21 Do you know what Harada meant by Tekken's animation being difficult for rollback?
1:27:00 Are you going to use GGPO or make your own rollback?
1:28:06 How do fighting games detect desyncs?
1:29:44 In the future could there be anything better than GGPO?
1:30:53 Character animation designed for rollback.
1:32:31 How long have you been working on Pocket Fighter EX?
1:33:01 Can you make a program to add rollback to any game?
1:33:37 Does your rollback test code change when you add multiplayer?
1:34:19 How would rollback work in games that have more than two players?
1:35:38 Do you think they could put rollback into KOFXIII like they did in older games?
1:37:46 Why does Ghost of Tsushima target performance and other games don't?
1:39:37 Could you brute force rollback into PlayStation 1 & 2 and Dreamcast era games?
1:41:49 What are some things I should optimize for rollback?
1:42:45 How can Mortal Kombat and Guilty Gear have rollback and be so graphically intensive?
1:44:35 What exactly is game source code?
1:45:37 What data does rollback send between players?
1:46:31 How do you manage sound and physics in rollback games?
1:48:48 What about syncing particles, FX, HUD, etc in rollback games?
1:57:40 How difficult would it be to add the rewind feature from Guilty Gear AC+R into recent games with rollback?
1:59:23 Do you have to sacrifice gameplay in any way to add rollback?
Thanks again to everyone for submitting questions!
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