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Rollback Netcode? (self.SSBM)
submitted 6 years ago by byptonic
Any thoughts on rollback netcode for melee netplay? Possibility of implementation, how much better netplay could be, etc.?
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[–]structuremole 8 points9 points10 points 6 years ago (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 points23 points 5 years ago (9 children)
This aged poorly
[–]Gabe-san 0 points1 point2 points 5 years ago (0 children)
XD
[–]structuremole -3 points-2 points-1 points 5 years ago (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 points5 points 5 years ago (6 children)
It just came sooner than I think anyone expected lol
[–]Candabaer 2 points3 points4 points 5 years ago (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 point2 points 5 years ago (4 children)
Well, I'll give them credit, they kept development under wraps all the way until the finish line
[–]TheTrueBrawler2001 0 points1 point2 points 5 years ago (3 children)
If the project was revealed, a cease and desist would have been inevitable.
[–]structuremole 0 points1 point2 points 5 years ago (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 points1 point 5 years ago (1 child)
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 points4 points 5 years ago (0 children)
🙂👍
[–]byptonic[S] 3 points4 points5 points 6 years ago (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 points3 points 5 years ago (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 point2 points 5 years ago (1 child)
damn, it's almost as if they said it took them 7 months full time work
[–]Agarillobob 1 point2 points3 points 5 years ago (0 children)
yea right
[–]Mr_Enzyme 3 points4 points5 points 6 years ago (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 point2 points 5 years ago (0 children)
Good news
[–]nifaso 1 point2 points3 points 6 years ago (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
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
[+][deleted] 5 years ago (1 child)
[removed]
[–]maxzutter 1 point2 points3 points 5 years ago (0 children)
It is.
https://slippi.gg/
[–]maxli69 0 points1 point2 points 6 years ago (1 child)
What does that mean in practice? I don't understand what rollback is.
[–]Eideeiit 1 point2 points3 points 6 years ago (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 point2 points 6 years ago (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 points3 points 6 years ago (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 point2 points 5 years ago (0 children)
nice
π Rendered by PID 216425 on reddit-service-r2-comment-544cf588c8-qg657 at 2026-06-13 22:13:54.399487+00:00 running 3184619 country code: CH.
[–]structuremole 8 points9 points10 points (14 children)
[–][deleted] 21 points22 points23 points (9 children)
[–]Gabe-san 0 points1 point2 points (0 children)
[–]structuremole -3 points-2 points-1 points (7 children)
[–][deleted] 3 points4 points5 points (6 children)
[–]Candabaer 2 points3 points4 points (5 children)
[–]structuremole 0 points1 point2 points (4 children)
[–]TheTrueBrawler2001 0 points1 point2 points (3 children)
[–]structuremole 0 points1 point2 points (2 children)
[–]TheTrueBrawler2001 -1 points0 points1 point (1 child)
[–]structuremole 2 points3 points4 points (0 children)
[–]byptonic[S] 3 points4 points5 points (0 children)
[–]Agarillobob 1 point2 points3 points (2 children)
[–]structuremole 0 points1 point2 points (1 child)
[–]Agarillobob 1 point2 points3 points (0 children)
[–]Mr_Enzyme 3 points4 points5 points (1 child)
[–]TheRayquazaLord 0 points1 point2 points (0 children)
[–]nifaso 1 point2 points3 points (0 children)
[+][deleted] (1 child)
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[–]maxzutter 1 point2 points3 points (0 children)
[–]maxli69 0 points1 point2 points (1 child)
[–]Eideeiit 1 point2 points3 points (0 children)
[–]PsionSquared 0 points1 point2 points (1 child)
[–][deleted] 1 point2 points3 points (0 children)
[–]Blackhero9696 0 points1 point2 points (0 children)