How rollback netcode works in fighting games
The technique responds to local input before receiving the opponent’s data, then re-simulates the match when a prediction fails, trading constant delay for occasional corrections.
The technique responds to local input before receiving the opponent’s data, then re-simulates the match when a prediction fails, trading constant delay for occasional corrections.
DLSS, FSR, and XeSS can make motion smoother by inserting intermediate images, but the game still responds at the pace of the frames it actually renders.
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