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A networking technique used in fighting games where each player's game simulates (predicts) the opponent's inputs locally rather than waiting for confirmation over the network, then 'rolls back' and corrects if the prediction was wrong. Rollback netcode results in online play that feels close to offline play even with moderate latency, making competitive online fighting game matches viable. Compared to delay-based netcode (the traditional alternative), rollback significantly improves online experience. Street Fighter 6, Guilty Gear Strive, and Tekken 8 use rollback netcode.
For new players
Rollback netcode makes fighting games playable online by predicting inputs rather than waiting for them, reducing the feeling of lag.