GGPO (abreviação de Good Game Peace Out que significa "bom Jogo fique bem" em inglês) é um middleware desenvolvido para ajudar a criar uma experiência online quase sem lag para vários jogos de arcade emulados e jogos de luta. O programa foi criado por Tony Cannon, cofundador do site da comunidade de jogos de luta Shoryuken e da popular Evolution Championship Series .
História
Antes de sua criação, o criador de GGPO, Tony Cannon, estava completamente insatisfeito com o relançamento de Street Fighter II: Hyper Fighting paraXbox 360 em 2006, depois de experimentar seus mal recebidos recursos online. Como resposta ao seu serviço, Cannon começou o desenvolvimento no GGPO e lançou a primeira versão no final de 2006. Cannon mais tarde demonstrou GGPO para Capcom, e teve resposta positiva.
O cliente GGPO para download suportava muitos jogos da Capcom e SNK, incluindo Super Street Fighter II Turbo, The King of Fighters 2002 e Metal Slug X através do uso de um emulador integrado. Empresas de videogame também implementaram uma versão licenciada do GGPO. Os jogos que o usam incluem Skullgirls e Street Fighter III: 3rd Strike Online Edition .
Em 9 de outubro de 2019, Cannon anunciou em sua conta no Twitter que o GGPO agora era de código aberto e disponível sob a licença MIT .
Design
O GGPO usa uma técnica de código de rede chamada "rollback”. Em vez de esperar que a entrada seja recebida de outros jogadores antes de simular o próximo quadro, o GGPO prevê as entradas que eles enviarão e simula o próximo quadro sem demora usando essa suposição. Quando as entradas de outros jogadores chegam, se alguma entrada não corresponder à previsão o estado do jogo reverte para o último estado correto e, em seguida, reproduz as entradas revisadas de todos os jogadores até o quadro atual. A esperança é que as previsões sejam corretas na maioria das vezes, permitindo um jogo suave com mudanças repentinas mínimas no estado do jogo.
O programa cliente pode permitir que os jogadores ajustem manualmente o atraso de entrada nativa em situações de alto ping, criando uma representação possivelmente irregular, porém precisa, ou um jogo mais suave com atraso de entrada.
Cliente GGPO
O GGPO foi originalmente fornecido com um cliente que permitia aos usuários jogar jogos online com outros jogadores. Um sistema de matchmaking permitia aos jogadores solicitar desafios de outros usuários, enquanto os não participantes podiam assistir a partida e conversar. Uma vez iniciado o desafio, a partida rodava um ROM através de seu emulador pré-empacotado, FinalBurn Alpha. Este cliente foi descontinuado e substituído por outros clientes que fazem uso do middleware de rede GGPO, como Fightcade ou RedGGPO.
«Capcom: Final Fight». Consultado em 4 de outubro de 2019. GGPO network technology creates a frame-accurate arcade experience across the internet, and with online voice chat and the ability to join games in progress, it's just like playing in the arcade.
佐伯憲司 (25 de novembro de 2010). «バンダイナムコ、AC「ドラゴンボール ZENKAIバトルロイヤル」». GAME Watch (em japonês). Consultado em 4 de outubro de 2019. ICカードによるプレイ履歴を参照することにより、プレーヤーレベルに応じたマッ1チングが行なわれるという(ICカード1枚で全キャラクター使用可能)。このあたりのシステムには、海外で評価の高いネットワークライブラリ「GGPO」が使われており、遠隔地同士のマッチングなどで起きがちなネットワーク遅延などにも対応できているという。
«新機能». CAPCOM:STREET FIGHTER III 3rd STRIKE ONLINE EDITION -Fight for the Future- (em japonês). Consultado em 4 de outubro de 2019. 最高のオンラインゲームプレイを提供するGGPOシステムを使用。
Zaimont, Mike (13 de setembro de 2011). «Skullgirls, GGPO… and You». Skullgirls 2nd Encore. Consultado em 4 de outubro de 2019
«Lethal League». Consultado em 4 de outubro de 2019. High performance online GGPO multiplayer.
Partridge, Jon (31 de agosto de 2015). «Rising Thunder interview with Seth Killian». Red Bull. Consultado em 4 de outubro de 2019. It’s a beat’em up built for online play too: it’s built on the backend of GGPO for lag-free play, and it’s also just so happens to be free.
«Capcom: Final Fight». Consultado em 4 de outubro de 2019. GGPO network technology creates a frame-accurate arcade experience across the internet, and with online voice chat and the ability to join games in progress, it's just like playing in the arcade.
佐伯憲司 (25 de novembro de 2010). «バンダイナムコ、AC「ドラゴンボール ZENKAIバトルロイヤル」». GAME Watch (em japonês). Consultado em 4 de outubro de 2019. ICカードによるプレイ履歴を参照することにより、プレーヤーレベルに応じたマッ1チングが行なわれるという(ICカード1枚で全キャラクター使用可能)。このあたりのシステムには、海外で評価の高いネットワークライブラリ「GGPO」が使われており、遠隔地同士のマッチングなどで起きがちなネットワーク遅延などにも対応できているという。
«新機能». CAPCOM:STREET FIGHTER III 3rd STRIKE ONLINE EDITION -Fight for the Future- (em japonês). Consultado em 4 de outubro de 2019. 最高のオンラインゲームプレイを提供するGGPOシステムを使用。
Zaimont, Mike (13 de setembro de 2011). «Skullgirls, GGPO… and You». Skullgirls 2nd Encore. Consultado em 4 de outubro de 2019
«Lethal League». Consultado em 4 de outubro de 2019. High performance online GGPO multiplayer.
Partridge, Jon (31 de agosto de 2015). «Rising Thunder interview with Seth Killian». Red Bull. Consultado em 4 de outubro de 2019. It’s a beat’em up built for online play too: it’s built on the backend of GGPO for lag-free play, and it’s also just so happens to be free.
«Capcom: Final Fight». Consultado em 4 de outubro de 2019. GGPO network technology creates a frame-accurate arcade experience across the internet, and with online voice chat and the ability to join games in progress, it's just like playing in the arcade.
佐伯憲司 (25 de novembro de 2010). «バンダイナムコ、AC「ドラゴンボール ZENKAIバトルロイヤル」». GAME Watch (em japonês). Consultado em 4 de outubro de 2019. ICカードによるプレイ履歴を参照することにより、プレーヤーレベルに応じたマッ1チングが行なわれるという(ICカード1枚で全キャラクター使用可能)。このあたりのシステムには、海外で評価の高いネットワークライブラリ「GGPO」が使われており、遠隔地同士のマッチングなどで起きがちなネットワーク遅延などにも対応できているという。
«新機能». CAPCOM:STREET FIGHTER III 3rd STRIKE ONLINE EDITION -Fight for the Future- (em japonês). Consultado em 4 de outubro de 2019. 最高のオンラインゲームプレイを提供するGGPOシステムを使用。
Zaimont, Mike (13 de setembro de 2011). «Skullgirls, GGPO… and You». Skullgirls 2nd Encore. Consultado em 4 de outubro de 2019
«Lethal League». Consultado em 4 de outubro de 2019. High performance online GGPO multiplayer.
Partridge, Jon (31 de agosto de 2015). «Rising Thunder interview with Seth Killian». Red Bull. Consultado em 4 de outubro de 2019. It’s a beat’em up built for online play too: it’s built on the backend of GGPO for lag-free play, and it’s also just so happens to be free.
«Capcom: Final Fight». Consultado em 4 de outubro de 2019. GGPO network technology creates a frame-accurate arcade experience across the internet, and with online voice chat and the ability to join games in progress, it's just like playing in the arcade.
佐伯憲司 (25 de novembro de 2010). «バンダイナムコ、AC「ドラゴンボール ZENKAIバトルロイヤル」». GAME Watch (em japonês). Consultado em 4 de outubro de 2019. ICカードによるプレイ履歴を参照することにより、プレーヤーレベルに応じたマッ1チングが行なわれるという(ICカード1枚で全キャラクター使用可能)。このあたりのシステムには、海外で評価の高いネットワークライブラリ「GGPO」が使われており、遠隔地同士のマッチングなどで起きがちなネットワーク遅延などにも対応できているという。
«新機能». CAPCOM:STREET FIGHTER III 3rd STRIKE ONLINE EDITION -Fight for the Future- (em japonês). Consultado em 4 de outubro de 2019. 最高のオンラインゲームプレイを提供するGGPOシステムを使用。
Zaimont, Mike (13 de setembro de 2011). «Skullgirls, GGPO… and You». Skullgirls 2nd Encore. Consultado em 4 de outubro de 2019
«Lethal League». Consultado em 4 de outubro de 2019. High performance online GGPO multiplayer.
Partridge, Jon (31 de agosto de 2015). «Rising Thunder interview with Seth Killian». Red Bull. Consultado em 4 de outubro de 2019. It’s a beat’em up built for online play too: it’s built on the backend of GGPO for lag-free play, and it’s also just so happens to be free.
↑«Capcom: Final Fight». Consultado em 4 de outubro de 2019. GGPO network technology creates a frame-accurate arcade experience across the internet, and with online voice chat and the ability to join games in progress, it's just like playing in the arcade.
↑佐伯憲司 (25 de novembro de 2010). «バンダイナムコ、AC「ドラゴンボール ZENKAIバトルロイヤル」». GAME Watch (em japonês). Consultado em 4 de outubro de 2019. ICカードによるプレイ履歴を参照することにより、プレーヤーレベルに応じたマッ1チングが行なわれるという(ICカード1枚で全キャラクター使用可能)。このあたりのシステムには、海外で評価の高いネットワークライブラリ「GGPO」が使われており、遠隔地同士のマッチングなどで起きがちなネットワーク遅延などにも対応できているという。
↑«新機能». CAPCOM:STREET FIGHTER III 3rd STRIKE ONLINE EDITION -Fight for the Future- (em japonês). Consultado em 4 de outubro de 2019. 最高のオンラインゲームプレイを提供するGGPOシステムを使用。
↑Zaimont, Mike (13 de setembro de 2011). «Skullgirls, GGPO… and You». Skullgirls 2nd Encore. Consultado em 4 de outubro de 2019
↑«Lethal League». Consultado em 4 de outubro de 2019. High performance online GGPO multiplayer.
↑Partridge, Jon (31 de agosto de 2015). «Rising Thunder interview with Seth Killian». Red Bull. Consultado em 4 de outubro de 2019. It’s a beat’em up built for online play too: it’s built on the backend of GGPO for lag-free play, and it’s also just so happens to be free.
Sirlin, David. «Street Fighter HD Remix Features». Sirlin.Net. Consultado em 6 de fevereiro de 2020. Note that the networking uses Tony Cannon's ggpo technique, and he consulted to ensure it was done correctly.
Svensson, Christian. «Where's Yo Curleh Mustache? Yes, MVC2 is Real!». capcom-unity.com. Consultado em 20 de fevereiro de 2020. With the game being developed by Backbone, we are using largely the same, critically acclaimed net code that we used in Super Street Fighter 2 Turbo HD Remix and with that will come our player match quarter mode/lobby system that has proven so popular.
«Touhou Hisoutensoku Rollcaster Official Release». #hisouten@irc.rizon.net. 25 de dezembro de 2012. Consultado em 18 de julho de 2020. Thanks to Fireseal, Touhou Hisoutensoku can now be played with rollback enabled; long story short, intercontinental play with low delay is now possible.
Torres, Josh (22 de abril de 2016). «Branching Path: Melty Blood Actress Again Current Code's Steam Version». RPG Site. Consultado em 18 de maio de 2020. As a matter of fact, two very talented individuals from the Melty Blood community, Mauve and Madscientist, built custom online multiplayer clients for the PC versions of Act Cadenza Ver. B and Actress Again Current Code respectively. While they were easy to use after spending a little bit of time understanding their interface, it still required a separate program. These clients are still impressive to this day because they minimized input lag by incorporating rollback netcode (now seen in Street Fighter V) and kept frame stuttering or "laggy matches" to a minimum.
Wright, Steven T. (31 de março de 2017). «Reviving 'River City Ransom' and Reinventing the Brawler». VICE. Consultado em 29 de janeiro de 2020. Crenna and co. even coded the online multiplayer around a "rollback driver," a challenging technical feature usually reserved for popular fighting games like Street Fighter.
Walker, Ian (27 de abril de 2017). «Marvel vs. Capcom Infinite Wants Even Newbies To Have A Blast». Kotaku. Consultado em 11 de janeiro de 2020. Once players have a firm grasp on the fundamentals, they can hop online and test their burgeoning skills against worldwide opponents, one-on-one or in lobbies, using Capcom’s proprietary rollback netcode.
«Golden Fantasia & Rollback Netplay». MangaGamer Staff Blog. 7 de dezembro de 2017. Consultado em 22 de outubro de 2019. Of course, once a game goes worldwide, this no longer holds true, and something has to be done to account for network issues, which is why we made a point of implementing rollback netplay into our version of Umineko: Golden Fantasia.
«Acceleration of SUGURI 2». Steam. Consultado em 28 de janeiro de 2020. Online and Split-screen Multiplayer with rollback netcode
Wong, Andy (20 de março de 2018). «Street Fighter 30th Anniversary Collection Arrives on May 29, 2018». PlayStation.Blog. Consultado em 22 de outubro de 2019. Online play also features rollback technology that provides low-latency matches with the ability to adjust your own input buffer speed via the in-game menu to keep your online experience smooth.
Digital Crafter Team (8 de maio de 2019). «Jesus is back!! Balance adjustment and new netcode tech (Roll back) online!». Steam Community. Consultado em 28 de setembro de 2020. On Net code, we were using delay base before this update. And this time we changed to (Roll Back) method, it should bring you better input experience. Please give it a try!
«Slayers for Hire Kickstarter». Consultado em 28 de setembro de 2020. We take netcode very seriously, and investigated several different solutions to give the best possible experience. We ended up deciding on Photon's Quantum netcode, which you can read all about on their website. Quantum is a deterministic, server-based, rollback netcode.
Vortex Games (8 de agosto de 2020). «Rushdown Revolt - Pre-Beta Testing». Steam. Vortex Rollback been in development for four years to fully embed it into every aspect of our game engine in order to minimize delay and rollback impacts.
Sirlin, David. «Street Fighter HD Remix Features». Sirlin.Net. Consultado em 6 de fevereiro de 2020. Note that the networking uses Tony Cannon's ggpo technique, and he consulted to ensure it was done correctly.
Svensson, Christian. «Where's Yo Curleh Mustache? Yes, MVC2 is Real!». capcom-unity.com. Consultado em 20 de fevereiro de 2020. With the game being developed by Backbone, we are using largely the same, critically acclaimed net code that we used in Super Street Fighter 2 Turbo HD Remix and with that will come our player match quarter mode/lobby system that has proven so popular.
«Touhou Hisoutensoku Rollcaster Official Release». #hisouten@irc.rizon.net. 25 de dezembro de 2012. Consultado em 18 de julho de 2020. Thanks to Fireseal, Touhou Hisoutensoku can now be played with rollback enabled; long story short, intercontinental play with low delay is now possible.
Torres, Josh (22 de abril de 2016). «Branching Path: Melty Blood Actress Again Current Code's Steam Version». RPG Site. Consultado em 18 de maio de 2020. As a matter of fact, two very talented individuals from the Melty Blood community, Mauve and Madscientist, built custom online multiplayer clients for the PC versions of Act Cadenza Ver. B and Actress Again Current Code respectively. While they were easy to use after spending a little bit of time understanding their interface, it still required a separate program. These clients are still impressive to this day because they minimized input lag by incorporating rollback netcode (now seen in Street Fighter V) and kept frame stuttering or "laggy matches" to a minimum.
Wright, Steven T. (31 de março de 2017). «Reviving 'River City Ransom' and Reinventing the Brawler». VICE. Consultado em 29 de janeiro de 2020. Crenna and co. even coded the online multiplayer around a "rollback driver," a challenging technical feature usually reserved for popular fighting games like Street Fighter.
Walker, Ian (27 de abril de 2017). «Marvel vs. Capcom Infinite Wants Even Newbies To Have A Blast». Kotaku. Consultado em 11 de janeiro de 2020. Once players have a firm grasp on the fundamentals, they can hop online and test their burgeoning skills against worldwide opponents, one-on-one or in lobbies, using Capcom’s proprietary rollback netcode.
«Golden Fantasia & Rollback Netplay». MangaGamer Staff Blog. 7 de dezembro de 2017. Consultado em 22 de outubro de 2019. Of course, once a game goes worldwide, this no longer holds true, and something has to be done to account for network issues, which is why we made a point of implementing rollback netplay into our version of Umineko: Golden Fantasia.
«Acceleration of SUGURI 2». Steam. Consultado em 28 de janeiro de 2020. Online and Split-screen Multiplayer with rollback netcode
Wong, Andy (20 de março de 2018). «Street Fighter 30th Anniversary Collection Arrives on May 29, 2018». PlayStation.Blog. Consultado em 22 de outubro de 2019. Online play also features rollback technology that provides low-latency matches with the ability to adjust your own input buffer speed via the in-game menu to keep your online experience smooth.
Digital Crafter Team (8 de maio de 2019). «Jesus is back!! Balance adjustment and new netcode tech (Roll back) online!». Steam Community. Consultado em 28 de setembro de 2020. On Net code, we were using delay base before this update. And this time we changed to (Roll Back) method, it should bring you better input experience. Please give it a try!
«Slayers for Hire Kickstarter». Consultado em 28 de setembro de 2020. We take netcode very seriously, and investigated several different solutions to give the best possible experience. We ended up deciding on Photon's Quantum netcode, which you can read all about on their website. Quantum is a deterministic, server-based, rollback netcode.
Vortex Games (8 de agosto de 2020). «Rushdown Revolt - Pre-Beta Testing». Steam. Vortex Rollback been in development for four years to fully embed it into every aspect of our game engine in order to minimize delay and rollback impacts.
Sirlin, David. «Street Fighter HD Remix Features». Sirlin.Net. Consultado em 6 de fevereiro de 2020. Note that the networking uses Tony Cannon's ggpo technique, and he consulted to ensure it was done correctly.
Svensson, Christian. «Where's Yo Curleh Mustache? Yes, MVC2 is Real!». capcom-unity.com. Consultado em 20 de fevereiro de 2020. With the game being developed by Backbone, we are using largely the same, critically acclaimed net code that we used in Super Street Fighter 2 Turbo HD Remix and with that will come our player match quarter mode/lobby system that has proven so popular.
«Touhou Hisoutensoku Rollcaster Official Release». #hisouten@irc.rizon.net. 25 de dezembro de 2012. Consultado em 18 de julho de 2020. Thanks to Fireseal, Touhou Hisoutensoku can now be played with rollback enabled; long story short, intercontinental play with low delay is now possible.
Torres, Josh (22 de abril de 2016). «Branching Path: Melty Blood Actress Again Current Code's Steam Version». RPG Site. Consultado em 18 de maio de 2020. As a matter of fact, two very talented individuals from the Melty Blood community, Mauve and Madscientist, built custom online multiplayer clients for the PC versions of Act Cadenza Ver. B and Actress Again Current Code respectively. While they were easy to use after spending a little bit of time understanding their interface, it still required a separate program. These clients are still impressive to this day because they minimized input lag by incorporating rollback netcode (now seen in Street Fighter V) and kept frame stuttering or "laggy matches" to a minimum.
Wright, Steven T. (31 de março de 2017). «Reviving 'River City Ransom' and Reinventing the Brawler». VICE. Consultado em 29 de janeiro de 2020. Crenna and co. even coded the online multiplayer around a "rollback driver," a challenging technical feature usually reserved for popular fighting games like Street Fighter.
Walker, Ian (27 de abril de 2017). «Marvel vs. Capcom Infinite Wants Even Newbies To Have A Blast». Kotaku. Consultado em 11 de janeiro de 2020. Once players have a firm grasp on the fundamentals, they can hop online and test their burgeoning skills against worldwide opponents, one-on-one or in lobbies, using Capcom’s proprietary rollback netcode.
«Golden Fantasia & Rollback Netplay». MangaGamer Staff Blog. 7 de dezembro de 2017. Consultado em 22 de outubro de 2019. Of course, once a game goes worldwide, this no longer holds true, and something has to be done to account for network issues, which is why we made a point of implementing rollback netplay into our version of Umineko: Golden Fantasia.
«Acceleration of SUGURI 2». Steam. Consultado em 28 de janeiro de 2020. Online and Split-screen Multiplayer with rollback netcode
Wong, Andy (20 de março de 2018). «Street Fighter 30th Anniversary Collection Arrives on May 29, 2018». PlayStation.Blog. Consultado em 22 de outubro de 2019. Online play also features rollback technology that provides low-latency matches with the ability to adjust your own input buffer speed via the in-game menu to keep your online experience smooth.
Digital Crafter Team (8 de maio de 2019). «Jesus is back!! Balance adjustment and new netcode tech (Roll back) online!». Steam Community. Consultado em 28 de setembro de 2020. On Net code, we were using delay base before this update. And this time we changed to (Roll Back) method, it should bring you better input experience. Please give it a try!
«Slayers for Hire Kickstarter». Consultado em 28 de setembro de 2020. We take netcode very seriously, and investigated several different solutions to give the best possible experience. We ended up deciding on Photon's Quantum netcode, which you can read all about on their website. Quantum is a deterministic, server-based, rollback netcode.
Vortex Games (8 de agosto de 2020). «Rushdown Revolt - Pre-Beta Testing». Steam. Vortex Rollback been in development for four years to fully embed it into every aspect of our game engine in order to minimize delay and rollback impacts.
Sirlin, David. «Street Fighter HD Remix Features». Sirlin.Net. Consultado em 6 de fevereiro de 2020. Note that the networking uses Tony Cannon's ggpo technique, and he consulted to ensure it was done correctly.
Svensson, Christian. «Where's Yo Curleh Mustache? Yes, MVC2 is Real!». capcom-unity.com. Consultado em 20 de fevereiro de 2020. With the game being developed by Backbone, we are using largely the same, critically acclaimed net code that we used in Super Street Fighter 2 Turbo HD Remix and with that will come our player match quarter mode/lobby system that has proven so popular.
«Touhou Hisoutensoku Rollcaster Official Release». #hisouten@irc.rizon.net. 25 de dezembro de 2012. Consultado em 18 de julho de 2020. Thanks to Fireseal, Touhou Hisoutensoku can now be played with rollback enabled; long story short, intercontinental play with low delay is now possible.
Torres, Josh (22 de abril de 2016). «Branching Path: Melty Blood Actress Again Current Code's Steam Version». RPG Site. Consultado em 18 de maio de 2020. As a matter of fact, two very talented individuals from the Melty Blood community, Mauve and Madscientist, built custom online multiplayer clients for the PC versions of Act Cadenza Ver. B and Actress Again Current Code respectively. While they were easy to use after spending a little bit of time understanding their interface, it still required a separate program. These clients are still impressive to this day because they minimized input lag by incorporating rollback netcode (now seen in Street Fighter V) and kept frame stuttering or "laggy matches" to a minimum.
Wright, Steven T. (31 de março de 2017). «Reviving 'River City Ransom' and Reinventing the Brawler». VICE. Consultado em 29 de janeiro de 2020. Crenna and co. even coded the online multiplayer around a "rollback driver," a challenging technical feature usually reserved for popular fighting games like Street Fighter.
Walker, Ian (27 de abril de 2017). «Marvel vs. Capcom Infinite Wants Even Newbies To Have A Blast». Kotaku. Consultado em 11 de janeiro de 2020. Once players have a firm grasp on the fundamentals, they can hop online and test their burgeoning skills against worldwide opponents, one-on-one or in lobbies, using Capcom’s proprietary rollback netcode.
«Golden Fantasia & Rollback Netplay». MangaGamer Staff Blog. 7 de dezembro de 2017. Consultado em 22 de outubro de 2019. Of course, once a game goes worldwide, this no longer holds true, and something has to be done to account for network issues, which is why we made a point of implementing rollback netplay into our version of Umineko: Golden Fantasia.
«Acceleration of SUGURI 2». Steam. Consultado em 28 de janeiro de 2020. Online and Split-screen Multiplayer with rollback netcode
Wong, Andy (20 de março de 2018). «Street Fighter 30th Anniversary Collection Arrives on May 29, 2018». PlayStation.Blog. Consultado em 22 de outubro de 2019. Online play also features rollback technology that provides low-latency matches with the ability to adjust your own input buffer speed via the in-game menu to keep your online experience smooth.
Digital Crafter Team (8 de maio de 2019). «Jesus is back!! Balance adjustment and new netcode tech (Roll back) online!». Steam Community. Consultado em 28 de setembro de 2020. On Net code, we were using delay base before this update. And this time we changed to (Roll Back) method, it should bring you better input experience. Please give it a try!
«Slayers for Hire Kickstarter». Consultado em 28 de setembro de 2020. We take netcode very seriously, and investigated several different solutions to give the best possible experience. We ended up deciding on Photon's Quantum netcode, which you can read all about on their website. Quantum is a deterministic, server-based, rollback netcode.
Vortex Games (8 de agosto de 2020). «Rushdown Revolt - Pre-Beta Testing». Steam. Vortex Rollback been in development for four years to fully embed it into every aspect of our game engine in order to minimize delay and rollback impacts.
↑Sirlin, David. «Street Fighter HD Remix Features». Sirlin.Net. Consultado em 6 de fevereiro de 2020. Note that the networking uses Tony Cannon's ggpo technique, and he consulted to ensure it was done correctly.
↑Svensson, Christian. «Where's Yo Curleh Mustache? Yes, MVC2 is Real!». capcom-unity.com. Consultado em 20 de fevereiro de 2020. With the game being developed by Backbone, we are using largely the same, critically acclaimed net code that we used in Super Street Fighter 2 Turbo HD Remix and with that will come our player match quarter mode/lobby system that has proven so popular.
↑«Touhou Hisoutensoku Rollcaster Official Release». #hisouten@irc.rizon.net. 25 de dezembro de 2012. Consultado em 18 de julho de 2020. Thanks to Fireseal, Touhou Hisoutensoku can now be played with rollback enabled; long story short, intercontinental play with low delay is now possible.
↑Torres, Josh (22 de abril de 2016). «Branching Path: Melty Blood Actress Again Current Code's Steam Version». RPG Site. Consultado em 18 de maio de 2020. As a matter of fact, two very talented individuals from the Melty Blood community, Mauve and Madscientist, built custom online multiplayer clients for the PC versions of Act Cadenza Ver. B and Actress Again Current Code respectively. While they were easy to use after spending a little bit of time understanding their interface, it still required a separate program. These clients are still impressive to this day because they minimized input lag by incorporating rollback netcode (now seen in Street Fighter V) and kept frame stuttering or "laggy matches" to a minimum.
↑Wright, Steven T. (31 de março de 2017). «Reviving 'River City Ransom' and Reinventing the Brawler». VICE. Consultado em 29 de janeiro de 2020. Crenna and co. even coded the online multiplayer around a "rollback driver," a challenging technical feature usually reserved for popular fighting games like Street Fighter.
↑Walker, Ian (27 de abril de 2017). «Marvel vs. Capcom Infinite Wants Even Newbies To Have A Blast». Kotaku. Consultado em 11 de janeiro de 2020. Once players have a firm grasp on the fundamentals, they can hop online and test their burgeoning skills against worldwide opponents, one-on-one or in lobbies, using Capcom’s proprietary rollback netcode.
↑«Golden Fantasia & Rollback Netplay». MangaGamer Staff Blog. 7 de dezembro de 2017. Consultado em 22 de outubro de 2019. Of course, once a game goes worldwide, this no longer holds true, and something has to be done to account for network issues, which is why we made a point of implementing rollback netplay into our version of Umineko: Golden Fantasia.
↑«Acceleration of SUGURI 2». Steam. Consultado em 28 de janeiro de 2020. Online and Split-screen Multiplayer with rollback netcode
↑Wong, Andy (20 de março de 2018). «Street Fighter 30th Anniversary Collection Arrives on May 29, 2018». PlayStation.Blog. Consultado em 22 de outubro de 2019. Online play also features rollback technology that provides low-latency matches with the ability to adjust your own input buffer speed via the in-game menu to keep your online experience smooth.
↑Digital Crafter Team (8 de maio de 2019). «Jesus is back!! Balance adjustment and new netcode tech (Roll back) online!». Steam Community. Consultado em 28 de setembro de 2020. On Net code, we were using delay base before this update. And this time we changed to (Roll Back) method, it should bring you better input experience. Please give it a try!
↑«Slayers for Hire Kickstarter». Consultado em 28 de setembro de 2020. We take netcode very seriously, and investigated several different solutions to give the best possible experience. We ended up deciding on Photon's Quantum netcode, which you can read all about on their website. Quantum is a deterministic, server-based, rollback netcode.
↑Vortex Games (8 de agosto de 2020). «Rushdown Revolt - Pre-Beta Testing». Steam. Vortex Rollback been in development for four years to fully embed it into every aspect of our game engine in order to minimize delay and rollback impacts.