You played a match where the netcode was rewinding frames to determine which was the correct state. It happened to me to where as soon as I hit, it rolled back determining that it wasn't a confirmed hit. It's not necessarily a bug but rather just a victim of the netcode's output, albeit it's a good netcode.
It's not necessarily lag but rather a situation where the code was trying to find out within the possibly high latency which was correct. So rollbacking is a much more appropriate term than lag in this case. You can decrease the amount of rollbacking by applying forced frames of input lag but your timing will likely get thrown off. It's an interesting trade in the GGPO code.
You can either have a lagless experience but be prone to rollbacking frames if you fight someone with high latency or a smoother experience to compensate for the latency but can affect your general timing.
Good breakdown. Fascinating... but still frustrating as hell.
I've been actually really pleased with the way the game performs.
Log in to comment