One of the big problems though is that a large part of the community don't fully appreciate some of the technical challenges developers have to deal with when implementing RBN. Rollback netcode ("RBN") is a big thing in Fighting Games. Now imagine if shooting that shot had recoil (which could affect both aim and position) and getting hit moved the target (eg getting hit by an explosive of some kind).ĭoing all of this when latency can easily be >100ms and having it feel good is incredibly difficult. What if your target actually stopped moving after you shot. That target's position may be interpolated too, not the location you last got an update for. ![]() This may well include calculating if you hit the target. So instead the client gives you immediate feedback and proceeds as if that shot actually happened. That bullet has travel time so there may be another update if you hit someone. Imagine you're playing Fortnite and when you pressed your trigger you had to wait 50ms for it to acknowledge that your gun fired. You then have to deal with packet loss and latency spikes but the real problem is subjective: it just doesn't feel good. The starting point for any such discussion is (as in this article) where all updates are done on the server. It's also what leads to a lot of cheats, dupes and hacks in online multipler games: you basically have to trust the client at some point. ![]() This is a surprisingly difficult problem.
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