rollback netcode

rollback netcode

English

Noun

rollback netcode (uncountable)

  1. (networking, video games) A type of netcode that prioritizes the inputs of a local player and predicts the inputs of a remote player, rolling back to a previous state when the remote player's inputs differ from the prediction.
    • 2019 October 18, Ricky Pusch, “Explaining how fighting games use delay-based and rollback netcode”, in Ars Technica[1], archived from the original on 18 October 2019:
      Despite Killer Instinct’s pedigree as an excellent game, there’s no doubt that its superb rollback netcode has played a huge part in the sustained growth of its community.
    • 2021 November, “Naraka: Bladepoint”, in Edge[2], number 363, via EBSCOhost, →ISSN, page 108:
      Of course, there’s a huge difference between a traditional 1v1 fighting game and melee combat taking place in an open world with 60 players, especially when the rollback netcode that has become favoured within the fighting-game community wasn’t designed for the latter.
    • 2023, Damian Majewski, “Videogame Streaming and Emulators – A Slippi Slope for Fair Use?”, in Rutgers Computer & Technology Law Journal[3], volume 49, number 2, via EBSCOhost, page 429:
      Using Dolphin, Slippi is able to enhance Dolphin’s online functionality with rollback netcode, allowing players from around the world to connect and play with little to no latency.
    • 2026 May, Darren Jones, “Marvel MaXimum Collection: Have Limited Run Games Put in Maximum Effort?”, in Retro Gamer[4], number 285, via EBSCOhost, →ISSN, page 90:
      Konami made some great scrolling fighters back in the day and X-Men: The Arcade Game is one of its best. It’s a gloriously entertaining romp with a host of iconic villains to duff up and six playable characters to master. Each brawler has a good range of moves, there’s some extremely funky music and Limited Run has included the option to play online with Rollback Netcode.