Sakurai tried rollback netcode for Smash Ultimate. It didn't work out.

iconmaster

Banned

[Smash Ultimate is] missing an increasingly important feature for fighting games: rollback netcode. However, this isn't due to a lack of want. According to Sakurai, the team messed around with trying to implement the feature during the game's development.

More specifically, and while speaking through Famitsu, Sakurai confirmed he and his team looked into adding rollback net coding to the game, but every time they tried to implement it, it came with "a lot of adverse side effects."

That's that, I guess. Not that there was ever much hope of suddenly getting top-notch rollback in Ultimate; I'm slightly shocked the team even attempted it. You'd think its delay-based netcode could at least get better, but I'm not holding my breath for that either.
 
So is it hard or does Sakurai's Team just suck at implementing it?

I have no knowledge on Rollback Netcode.
Maybe they were trying to implement it too late into the dev cycle. IIRC, it's easier to do if you decide to put it in from the beginning and tailor the animations and whatever to that goal. Max has a recent YouTube episode about that stuff.
 
Same netcode either way. If you're only playing with people you know to have ethernet adapters, you can probably have a better experience.
Oh yeah same netcode no doubt

But like

Have you hung out in arenas on voice chat?
Way better than GS

And you're likely to meet more people on wireless or with lag switches in GS
And GS match making is shit

Arenas.

EDIT: Most people I have met in arenas are on an adapter
 
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I assume a very high percentage of Switch owners are connected online over jank wifi. Nintendo's Next version of a Switch, Pro or not better have an ethernet port.
 
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