Introducing rollback netcode ?

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Introducing rollback netcode ?

Postby Maracana » 22 Apr 2025, 11:16

Hi Manu why don't you introduce rollback netcode like in fighting games?
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Re: Introducing rollback netcode ?

Postby manutoo » 23 Apr 2025, 06:24

Hello,

Rollback Netcode explanation => https://glossary.infil.net/?t=Rollback%20Netcode .

TE4 doesn't use Rollback Netcode but Delay + Prediction, which produces the same effect : your input is visible instantly on the screen.
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Re: Introducing rollback netcode ?

Postby johnmachete » 23 Apr 2025, 11:18

Hi manu,

What's exactly the prediction? I checked all related with the delay in the manual but I'm not sure if I get how works the delay. Taking a fragment from the manual: "The Delay is the latency that Tennis Elbow adds between the time you use your controller (keyboard, gamepad, etc...) to move your player, and the time that information is actually processed to make your player move" but you said above "your input is visible instantly on the screen"

And talking about my experience, in some matches I feel the player way more heavy in his movements than offline. I always thought it was because the delay. And I'd like to ask you about what's the best delay for the game. I follow the table below, but lastly I'm experience a lot of problems if I try to lower the auto value:

up to 145ms: 117ms delay
145 to 180: 133ms
180-220: 150ms
220-260: 167ms
260-300: 187ms

Thanks!
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Re: Introducing rollback netcode ?

Postby manutoo » 24 Apr 2025, 06:29

1) The game predicts what's going to happen in the future. On your side, he has all your delayed input so the prediction is perfect, but on the opponent side, he doesn't, so it tries to guess what he's going to do, exactly like with the Rollback netcode ; but in this case, there's no actual Rollback, which would make no sense to implement because it's less convenient in a heavy-state game like TE4, while producing basically the same result (except when the ping is really unstable, but in the case an dynamic delay would be still preferable).

2) Online, the game Footwork Boost is disabled, and your skills are remapped, so enable Settings -> Training Club -> Offline Skill Mode -> Realistic (only in the XKT Mod ; WTSL is different)

3) Except if you know very well what you do and have an unstable connection, you shouldn't set a Delay under the Auto-Delay.
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Re: Introducing rollback netcode ?

Postby johnmachete » 24 Apr 2025, 17:43

So the delay setted in the screen before a match only affects to the host in terms of input lag?
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Re: Introducing rollback netcode ?

Postby manutoo » 25 Apr 2025, 05:35

It works the same on both PCs, it's P2P, not client/server.
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