Basically instead of having a shit ton of delay based code which fucks up your inputs, you get some voodoo magic where it predicts what your next input will be and displays that until the packets from the other player arrive and corrects accordingly. If implemented competently this leads to a much smoother experience where no one is screaming "Bullshit, I did not drop that combo you wi-fi cunt".
Rollback net code is a way to help levitate lag by the network predicting the players moves during an instance of lag. If the player does not put in the command, the network continues play with the fixed information minus the animations.
In Houseman’s example of Knockout City, he dodged the ball but when the network fixed, it continues play as if they. Why this happened was due to player lagging while throwing the ball. What was showed was the prediction of the ball and not the ball’s actual trajectory.
In fighting games that don’t have, lag results in slower gameplay for both players (in most instances resulting in slideshow like gameplay.)
I haven't played a fighting game in years, let alone a networked one.
ELI5 "rollback netcode" and why it's important?
Basically instead of having a shit ton of delay based code which fucks up your inputs, you get some voodoo magic where it predicts what your next input will be and displays that until the packets from the other player arrive and corrects accordingly. If implemented competently this leads to a much smoother experience where no one is screaming "Bullshit, I did not drop that combo you wi-fi cunt".
Rollback net code is a way to help levitate lag by the network predicting the players moves during an instance of lag. If the player does not put in the command, the network continues play with the fixed information minus the animations.
In Houseman’s example of Knockout City, he dodged the ball but when the network fixed, it continues play as if they. Why this happened was due to player lagging while throwing the ball. What was showed was the prediction of the ball and not the ball’s actual trajectory.
In fighting games that don’t have, lag results in slower gameplay for both players (in most instances resulting in slideshow like gameplay.)
So, Rubber Banding but with extra steps?
Pretty much.
And they're going to keep trolling fighting game fans because they get upset when there's a FINISH THEM! option.
Tangentially related my favorite fighting game was Street Fighter EX3 on the PS2
Just because Skullomania was both funny and effective