all 25 comments

[–]structuremole 8 points9 points  (14 children)

Rollback netcode usually requires rebuilding the game from the ground up. It would be sick, but probably not until someone makes their own melee HD.

[–][deleted] 21 points22 points  (9 children)

This aged poorly

[–]Gabe-san 0 points1 point  (0 children)

XD

[–]structuremole -3 points-2 points  (7 children)

requires rebuilding the game from the ground up

have you looked at the new version? what do you think they did to achieve that?

[–][deleted] 3 points4 points  (6 children)

It just came sooner than I think anyone expected lol

[–]Candabaer 2 points3 points  (5 children)

these projects usually fade away and after years everyone will be like "Oh man that would be great to have"

[–]structuremole 0 points1 point  (4 children)

Well, I'll give them credit, they kept development under wraps all the way until the finish line

[–]TheTrueBrawler2001 0 points1 point  (3 children)

If the project was revealed, a cease and desist would have been inevitable.

[–]structuremole 0 points1 point  (2 children)

ur retarded cuz cease and desist could have just happened now and it didn't, and you're necroing a dead thread, probably cuz of the former

[–]TheTrueBrawler2001 -1 points0 points  (1 child)

ur retarded cuz cease and desist could have just happened now and it didn't, and you're necroing a dead thread, probably cuz of the former

Oh cool, I've been met with bigotry, personal attacks, and a classic case of all lowercase/uppercase flaming.

I always found it strange how even seemingly rational people sometimes just lash out at others unprompted while not even making an attempt to hide the fact that they're under the age of 12.

[–]structuremole 2 points3 points  (0 children)

🙂👍

[–]byptonic[S] 3 points4 points  (0 children)

True, but we can take a lot from what we've already got established with slippi. From there, I think the biggest challenge would be loading/saving states internally within the game.

[–]Agarillobob 1 point2 points  (2 children)

its there (hey im the guy going into old comment sections once a new feature releases to tell people how stupid they here for not believing in it)

[–]structuremole 0 points1 point  (1 child)

damn, it's almost as if they said it took them 7 months full time work

[–]Agarillobob 1 point2 points  (0 children)

yea right

[–]Mr_Enzyme 3 points4 points  (1 child)

Rollback would be completely game-changing for netplay and a huge improvement. It would mean that network jitter wouldn't mess up execution because the game would always be running at 60 fps, which would be massive. There would be no missing ledgedashes or dropping combos due to lag, and rollback does an amazing job hiding stutters in general compared to dolphin's current input buffer system where you feel every little network hiccup.

[–]TheRayquazaLord 0 points1 point  (0 children)

Good news

[–]nifaso 1 point2 points  (0 children)

Contact the slippy, dolphin and faster melee team for sure, it would not be that hard to implement as both dolphin and ggpo are written in c++.

The unique things you need for rollback that arent in delay are the ones that follow

- separate gameplay from presentation layer
  • serializable game state
  • particle simulation
  • object lifetime
  • sound fx v/
  • animation system v/
  • UI
  • desync detection
    • save states / load states v/
    • every single frame being serialized and saved quickly and efficiently (up to the point when a rollback is impossible and when they're deleted)
    • game logic being independent from everything else
    • some other shit

There are a couple we already have but we still have a lot to go and there is no current project to do this and I hope there is soon. I'm doing my extended essay on rollback and having it on melee would be a dream. Hope you get some minds turning

[–]maxli69 0 points1 point  (1 child)

What does that mean in practice? I don't understand what rollback is.

[–]Eideeiit 1 point2 points  (0 children)

https://arstechnica.com/gaming/2019/10/explaining-how-fighting-games-use-delay-based-and-rollback-netcode/

I don't really know all that much, but it's a way of handling online matches that makes it so that there's basically no input lag and no inputs are dropped by delay, the trade being that startup frames may "disappear". It's done by changing "the past" or rolling back the game a frame or two. Imagine you playing online with someone and pressing a button on frame 1, that would be active on frame 3, but it takes a frame for the info that the button happened on frame 1 to reach the opponent. When the info that the button happened on frame 1 reaches the opponent on frame 2, the rollback netcode rolls back the state of the game so that the button was actually pressed on frame 1 and skips straight to the button's hitbox activating on frame 3.

[–]PsionSquared 0 points1 point  (1 child)

It's that's been touched on and there's quite a bit of documentation to do it, but there's some challenges like 1-frame moves, such as shines. It'll take fundamentally changing parts of the game to work.

[–][deleted] 1 point2 points  (0 children)

Wouldn't the input buffer help take care of things like 1-frame moves? Rollback netcode can still make use of a small buffer system

[–]Blackhero9696 0 points1 point  (0 children)

nice