![]() ![]() "In 3D games, moves come out smoothly from start to finish from your input, so if it does rollback, it has a really jarring effect on the visuals. This is something I've personally hypothesized recently with Guilty Gear Strive, as I came to believe its non-fluid animations and longer key frames allow it to hide rollbacks better than other games and feel better too. When you input a move they have a long startup before the move really goes out, so it's easier to allow for a wide range of rollback frames." But here's the difference between a 2D and 3D game," said Harada. "We can put a fixed three-frame key buffer, or we can allow for more rollback frames. The side effect of this of course is that players will experience different amounts of lag, which can make consistency difficult, especially as those frames tick up. This more variable path that changes the latency between matches was chosen because of their continued history with arcades and zero added latency, so that they can capture that feeling under the best conditions. He calls it a difference in philosophy and history between choosing possible inconsistency or consistency with limitations. ![]() Tekken 7 has a 'key buffer' of 0–5 frames depending on distance or network status. The more input latency leads to fewer rollbacks occurring though most titles now either keep that delay the same no matter the connection quality or allow players to select their own level of latency to use. "Mortal Kombat has three fixed frames of input latency," said Harada. He goes on to explain how Mortal Kombat X uses a consistent input delay / key buffer on all of their online matches of three frames as well as up to seven more frames to perform rollbacks. "People say that Tekken is 'delay-based.' Did you know that most fighting games' rollback is delay-based?" "I know this isn't a good way to say this, I'm sorry, but 99 percent of them aren't experts." "People are always going on and on about netcode and whenever they argue, they throw around these buzzwords, 'netcode' and 'rollback,'" said Harada. That's where Tekken 7's rollback comes in. Simply waiting for governments and internet providers to upgrade their systems would be the easiest solution, but most of here would probably agree the rate of improvement there is far too slow, which places the situation more on the shoulders of the development team. The differences in internet infrastructure around the world makes it extremely difficult to create online play that feels good for all or most players according to Harada. ![]()
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