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Rollback Netcode Coming To Dragon Ball Z and Samurai Showdown

Dragon Ball Z

picture: bandai namco

EVO, the year’s biggest fighting games event, went down over the weekend, and in terms of news perhaps the biggest announcement was that not one but two games will be getting Rollback Netcode improvements over the next 12 months. Don’t know what that means, or why it’s important? I got you!

So in online multiplayer games, a large part of allowing everyone to play together is the way the game registers everyone’s actions at the same time. when a person in Canada is playing someone in Germany they’ll both be pressing buttons in their own homes, and the game needs to pick up those inputs, apply them to the game and have them play out in a way that makes the whole thing look as seamless as though they they were playing with (or against) each other in the same room.

Different games (and different genres) handle this differently, depending on how important speed and accuracy is to the player’s experience, but one type of input recognition that’s especially important to anyone playing a fighting game—where every frame and millisecond can mean the difference between victory and defeat—is called Rollback Netcode.

Rollback Netcode doesn’t rely on waiting for everyone’s input before registering actions; instead it lets both players press their buttons and see the action play out instantly without lag or delay, as though they were playing offline, and in the downtime between that and the opponent’s action arriving the game basically guesses what was going to happen next. If it guessed right the game continues with nobody noticing, and if it was wrong, it checks down to play out the action that the other player actually made, which sometimes involves a little “teleporting”.

The very helpful video below, by Coby Mystics, explains how Rollback Netcode works, and how in fighting games it’s speed and accuracy make it so superior to the more traditional Input Delay:

Code Mystics Explains Netcode: Input Delay vs. roll-back

OKAY! So now that we’re all up to speed on Rollback Netcode, you can understand why such a seemingly minor announcement is actually a huge deal for fighting game fans, and why these two announcements made at EVO went down so well with fans.

First up, producer Tomoko Hiroki took to the stage to announce that the upcoming versions of dragon ball fighter z on PS5 and Xbox Series X|S will be getting Rollback Netcode, as will the PC version, though on the latter players will get the option whether to use Rollback Netcode (which will carry a slightly steeper system requirement) or stick with Input Delay.

It doesn’t look like the upgrade will be coming to the PS4, Xbox One or Switch versions of the game, though the last-gen PlayStation and Xbox versions will have upgrade paths made available for anyone who upgrades to newer systems.

As for when this is actually coming, it doesn’t sound like it will be soon, with the announcement saying “It will take some time until the system is implemented, but we sincerely hope you will enjoy it as soon as possible. More information will be released at a later date. Please wait for further details.”

The 2019 reboot of samurai showdown got the same announcement, with SNK teaming up with Code Mystics—creators of the vid above—to implement the upgrade. It’ll be coming to the PC, PS4, Xbox One and Xbox Series X|S versions of the game (again leaving the Switch behind), and is “planned” for Spring 2023.

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2 MultiVersus Fighters Banned from Evo 2022

Multi Versus players looking to get a better look at what which characters pro fighting game players prefer and how they use them can get that this weekend during the Evo 2022 Multi Versus tournament, but two characters won’t be featured in the fights. Both the Iron Giant and LeBron James – the latter being the first character released after the start of the open beta – are not playable during Evo 2022. A map has similarly been struck from the rotation for the duration of the tournament.

The two fighters weren’t restricted from the tournament because they were overpowered or unfair or anything like that, though depending on which Multi Versus players you ask, some might hold those opinions about the pair. Instead, they were banned from the tournament because these two characters are the only ones labeled as “experimental” when you’re viewing them in the roster. The same goes for the Cromulons stage that comes from Rick and Morty and was added not long ago.

In the official rules for this Multi Versus tournament, the guidelines specified from the start that both of these characters (and any other new ones should Warner Bros. release a surprise drop ahead of schedule) were restricted from the event.

“Iron Giant, LeBron James, or any other characters released after the start of Open Beta will not be allowed in the Evo 2022 MultiVersus Open Beta Tournament,” the rules said. “This is subject to change at the sole discretion of Warner Bros. and Player First Games.”

Aside from those restrictions, the tournament seems to be operating off of pretty standard rules and is being played in a 2v2 format. It started just yesterday and is underway once more again now on Saturday, so it’ll be interesting to see once things have wrapped up which characters proved to be the most possible throughout the competition. A quick look at the MultiVersus Twitter account for the game’s competitive scene shows that there’s at least a range of characters being played instead of just a few being spammed over and over again, though some like Batman and Bugs Bunny are certainly seen frequently enough.

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Technology

Xbox Series S Receiving Performance Boost

A white Xbox Series S stands in front of a green background.

picture: Xbox/Kotaku

While it’s not the most powerful console out there, the smaller and more affordable Xbox Series S has been a big hit for Xbox. But reportedly, some devs have felt the strain of getting bigger, more advanced games to work on the console and in response, Microsoft is freeing up some memory to help improve the tiny console’s performance.

As spotted by TheVergeMicrosoft is hoping to make the Xbox Series S a bit more powerful by freeing up some memory and letting developers access that extra memory if needed. In a video explaining this new developer-focused update, Microsoft says that it is unlocking “hundreds of additional megabytes of memory” and that this will, in theory, give studies more control over how to use the console’s limited memory. Microsoft says this “can improve graphics performance in memory-constrained conditions.”

The June Game Development Kit (GDK) is Available Now

To be clear, this isn’t like Microsoft quadrupling the power of the Series S. Nor is this Microsoft flipping some secret switch to let the console start running games at 8K and 240hz or anything wild like that. Instead, the amount of memory dedicated to non-gaming functions in the $300 Series S is being tweaked.

While the more powerful xbox series x console has 16GB of RAM the cheaper Xbox Series S has only 10GB. But before this update, devs only had access to 8GB of that memory as Microsoft reserved around 2GB for the console’s OS. Now devs will have a few hundred extra megabytes of memory, which could help some games run a bit better moving forward.

The Xbox Series S has always been positioned by Microsoft as a cheaper, less-powerful, but still capable next-gen console option. and it’s proven to be a very popular piece of hardware since releasing alongside the beefier Xbox Series X in 2020. Hell, I already had an xbox series x and I ended up buying one. It’s become the main way we play games in our living room, perfect for Fall Guys and Fortnite. But for more intense games it can struggle, requiring cutting down on framerate or resolution. This has reportedly led to some issues and frustration from devs trying to get certain games running on the lesser machine.

A recent example of a game performing differently on Series S is the Evil Dead game, which launched without a 60fps performance mode on the cheaper machine. Resident Evil Village also limits the game to only 45fps at 1440p and 30fps if you turn ray tracing on.

Hopefully, a few extra bits and bobs of memory can help devs working on Xbox ports not feel as hamstrung by the weaker Xbox Series S.

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