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King of Fighters 15 wasn't planned to have rollback netcode implemented initially, but vocal feedback from fans asking for #SNKRollback on Twitter seems to have swayed the developers into implementing rollback in the final release. That kind of response can be make-or-break for a new fighting game release, so it makes sense that rollback netcode would be a priority for Arc System Works, and any other fighting game developers out there as well. Punk, One of Street Fighter 5's best players in the world said it himself, on a Capcom sponsored stream, that Street Fighter 5's netcode is horrible in comparison to Strive.
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Even games like Street Fighter 5, which implement a version of rollback netcode that isn't as robust or effective as something like Strive, has led to backlash from players. King of Fighters 15) that releases without rollback netcode is going to be met with backlash from fans. With the success of Guilty Gear Strive, any Arc System Works fighting game (and, frankly, any other modern fighting games coming soon i.e. However, when it comes to newer titles, rollback netcode almost becomes a necessity. Arc System Works has commented on the possibility (from a technical perspective) of implementing rollback netcode in these games, but conflicts with the publisher could affect those games in particular. With games like Granblue Fantasy Versus or Dragon Ball FighterZ, it's a bit tougher to say. Granted it likely wouldn't be any time soon, but with Central Fiction and Cross Tag Battle receiving rollback implementation, the chances for older games receiving the same treatment are even greater. Given that an older Guilty Gear game already has GGPO implemented, it's very likely that Guilty Gear Xrd Rev 2 could receive the same treatment in time. RELATED: Persona 4 Arena Ultimax Coming to PC, PS4, Switch in 2022 Even Persona 4 Arena Ultimax's re-release likely wouldn't come out without rollback netcode as well, because fans at this point would expect better netcode, even if that expectation may not be realistic. DNF Duel, a new ArcSys fighting game based on Dungeon Fighter Online, likely wouldn't release without rollback netcode at the risk of alienating or disappointing fans. Presumably, future Arc System Works games will have rollback netcode implemented for online multiplayer as well as a result.
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That's in tandem with the existing Guilty Gear XX Accent Core Plus R rollback netcode, as well as Guilty Gear Strive.
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Fast forward to 2021, rollback netcode drastically reduces input lag and latency issues, leading to a much more refined fighting game experience online.Īrc System Works' implementation of rollback in the Guilty Gear series has lead to an expansion by the developer into other franchises most recently with BlazBlue: Central Fiction, and soon with BlazBlue: Cross Tag Battle. Server-based netcode like GGPO/rollback netcode has existed in larger-scale multiplayer games for years, but rollback specifically came in response to the terrible online netcode implemented in Street Fighter 2 Turbo: Hyper Fighting. Delay-based netcode is antiquated because of the degree of input lag and latency issues it can cause, especially as the distance between players increases. Until recent years, fighting games' online multiplayer has largely functioned on delay-based netcode. Rollback Netcode Coming to BlazBlue is Just the Beginning RELATED: The Game Awards 2021: Best Fighting Game Winner That desire is being realized with BlazBlue: Central Fiction and BlazBlue: Cross Tag Battle, which means additional legacy ArcSys games could get the same treatment, like Guilty Gear Xrd.
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Especially after the renewed success of Plus R with GGPO, and the largely positive reception of Guilty Gear Strive's implementation of rollback netcode, ArcSys had stated it was considering the implementation of rollback netcode into several classic fighting games in its lineup as well. Starting with Guilty Gear XX Accent Core Plus R, Arc System Works has been working to implement the more efficient and accurate netcode technology in more classic games in its roster. That being said, for Arc System Works games in particular, older/legacy games are also getting the rollback netcode treatment as well. However, the implementation and widespread adoption of rollback netcode has genuinely helped remedy this problem with newer titles like Guilty Gear Strive and Skullgirls. Ultimate still utilizing delay-based netcode for multiplayer, as well as old fighting games like Ultra Street Fighter 4. Some competitive games today still have this issue, like Super Smash Bros. For fighting games, the definitive experience has always been local play, thanks to a variety of factors that used to make online play more of a hassle than it's worth.