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8 Frames in 16ms: Rollback Networking in 'Mortal Kombat' and 'Injustice 2'
Network latency is an ever present hurdle to overcome when trying to create a compelling multiplayer experience in any game, but can be especially difficult for fighting games. Rollback/re-simulate networking models remove the (often infuriating) local input delay typically associated with a traditional lockstep model. This is achieved by allowing the game simulation to take place without having received input from the remote player(s). This presentation will describe the journey of implementing the rollback/re-simulate model used in 'Mortal Kombat XL' and 'Injustice 2'. This lecture will describe the drastic engine changes, optimizations, and tools that are involved in rolling back and simulating up to 8 game frames in 16ms.
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