TL;DR
- Netcode for games has been around for almost 30 years, but rollback is a relatively new feature.
- Mainly used in fighting games, rollback netcode can predict what a player may attempt in order to reduce lag latency.
- Although many esports events host competitive players locally, rollback netcode can be a great backup option for certain situations, like COVID-19 in 2020.
- Games such as Tekken 8 and Street Fighter 6 support rollback netcode, while some in the community have unofficially added it to other games, like Super Smash Bros. Melee.
Fighting games have long been the bread and butter of esports events. Granted, other games like Call of Duty and League of Legends also take top billing, but it’s the fighting genre that is a key mainstay of the industry. However, a big issue that was prevalent in its early days online was lag.
As internet connections became more stable and faster, online matches have become more manageable. But other methods have helped its cause, too, mainly by rollback netcode. This fills in missing frames by predicting what a player may have planned to attempt during a match, making online matches feel lag-free for both fighters. It’s a fantastic method of keeping things stable, especially when it comes to esports events worldwide. Rollback netcode is now a mainstay in many popular fighting games, such as Tekken 8, Street Fighter 6, and more.
With that in mind, we’re explaining what rollback netcode is, and three ways it’s reinventing the esports industry.
What is rollback netcode?
Rollback netcode is a method of helping with low latency in online matches, specifically in fighting games, although it is present in other titles, like Fall Guys and Rocket League. The feature works by anticipating what a player may attempt to do next with their chosen character. Rollback netcode assumes hundreds, if not thousands, of possibilities before the player makes certain moves, so when there are any dropped frames, the feature can correct a frame to prevent lag from affecting the match. This results in a smoother gaming experience for both, without having to suffer from major issues.
This brings many benefits to esports, as players and viewers don’t have to endure major lag that could occur at any moment. The feature works so well that it’s been implemented in older games, both officially and unofficially. Sega has brought rollback code to Virtua Fighter 5 R.E.V.O. World Stage, a game originally released in 2006, while fans of Super Smash Bros Melee, the crossover fighting game that came out on the GameCube console in 2001, have implemented rollback netcode to the game via a mod.
Three ways rollback netcode is reinventing esports tournaments
Reduced costs
A big advantage of rollback netcode is how players can stay at home, but still compete at esports events, if the organisers allow it. In the past, they would have had to foot the bill for travel, accommodation, and a large event space to host prolific players at their events in offline matches. But thanks to rollback netcode, these requirements aren’t strictly needed now, which can free up the budget for the event itself and the prize pool.
Indeed, a great example of this was during the COVID-19 pandemic in 2020, when online matches were the primary way of keeping events going. Developers like Bandai Namco would find ways to host their events online for their titles, and rollback netcode played a big part in that. It’s only helped organisers find new ways to include new players who may not be able to attend these events, which has led to the budgets being used for other uses.
A level playing field for everyone
For several years, players with slow or unstable internet connections would find it difficult to compete in online fighting games, as the lag was too frequent for the match to continue. Thanks to rollback netcode, however, the feature can pre-empt inputs and moves from competing players and can correct any missing frames resulting from a slow internet connection.
It’s a game-changer for esports events, as it means players from all over the globe can compete without worrying about their internet connection. Instead, they can be judged on their talented skills in certain fighting games like Tekken 8 and Street Fighter 6, widening the talent pool and connecting with new fans they previously couldn’t reach.
Breaking the region-lock barrier in esports
When playing fighting games in the past, it would be standard practice to select between ‘global’ or ‘regional’ matches to maintain a stable connection for both players. Other games wouldn’t give you a choice, requiring you to play against others in the same country.
This is where rollback netcode has mostly eliminated this method, as it can reduce long-distance connections thanks to its predictions that can resolve missing frames. It can help esports organisers massively as they can run global matches without fear of high latency during matches, instead having a consistently low-lag battle between players, as if they were sat next to each other locally. In turn, it can also enable opportunities for new rivalries, previously unknown methods of winning matches with established characters, and more, thanks to new players entering the events.
Conclusion
Ultimately, rollback netcode is one of the best features to come to online fighting games in recent years. As titles become more sophisticated due to more detailed graphics, higher frame rates, and other factors, it’s more important than ever for a smooth experience when these games are showcased at worldwide esports events, viewed by thousands.
Recent games like Capcom Fighting Collection 2, as well as upcoming titles like Marvel Tokon: Fighting Souls and 2XKO, will have rollback netcode, including their closed beta sessions that begin next month. It’s a feature that’s a standard in the fighting-game genre now, and its absence in some titles is something that players and fans will quickly pick up on, which could harm the title in the long run.
Rollback netcode is one of those features that you won’t notice, but that’s exactly why it’s one of the most important systems to come to online fighting games and esports events alike. With more games set to support it in the future, expect new up-and-coming players to significantly change the esports scene.
FAQs
Rollback netcode spots any dropped frames during an online match and predicts what the other player is about to do, skipping back a few frames to smooth out the discrepancy.
Tekken 8, Street Fighter 6, Mortal Kombat 1, and Virtua Fighter 5 R.E.V.O. World Stage all use rollback netcode for their online modes.
Rollback netcode is also used in games that don’t fall into the fighting-game genre, like Fall Guys and Rocket League.
References
- World Tour Tournaments 2020 And Covid-19 (Bandai Namco)
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