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.)
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.