Software:GGPO

From HandWiki
GGPO
Ggpo-logo.png
Developer(s)Tony "Ponder" Cannon
Final release
0.32 / August 27, 2015
Written inC, C++
Operating systemMicrosoft Windows
TypeMiddleware
LicenseMIT License[1]
Website{{{1}}}

GGPO (Good Game Peace Out) is middleware designed to help create a near-lagless online experience for various emulated arcade games and fighting games. The program was created by Tony Cannon, co-founder of fighting game community site Shoryuken and the popular Evolution Championship Series.

History

Before its creation, GGPO creator Tony Cannon was completely dissatisfied with the 2006 Xbox 360 re-release of Street Fighter II: Hyper Fighting after experiencing its criticized online capabilities.[2] As a reaction to its service, Cannon began development on GGPO and released the first version in late 2006. Cannon later demonstrated GGPO to Capcom, and it was positively received.[3]

The downloadable GGPO client supported many games from Capcom and SNK, including Super Street Fighter II Turbo, The King of Fighters 2002, and Metal Slug X through the use of a built-in emulator. Video game companies have also implemented a licensed version of GGPO. Games using it include Skullgirls and Street Fighter III: 3rd Strike Online Edition.[2][4]

On October 9, 2019 Cannon announced on his Twitter account that GGPO was now open source and available under the MIT License.[5]

Design

GGPO uses a netcode technique called "rollback". Rather than waiting for input to be received from other players before simulating the next frame, GGPO predicts the inputs they will send and simulates the next frame without delay using that assumption. When other players’ inputs arrive, if any input didn't match the prediction, GGPO rolls back the state of the game to the last correct state, then replays all players’ revised inputs back until the current frame. The hope is that the predictions will be correct most of the time, allowing smooth play with minimal sudden changes to the game state.[6][7] The system in itself is highly similar to client-side prediction, but applied to a peer-to-peer setup.

The client program can allow players to manually adjust native input delay in high-ping situations, either creating a possibly-jerky yet accurate representation or a smoother game with input delay.

GGPO client

GGPO was originally bundled with a client which enabled users to play supported games online with other players. A matchmaking system allowed players to request challenges from other users, while non-participants could spectate the match and chat. Once a challenge initiated, the match ran a ROM through its prepackaged emulator, FinalBurn Alpha. This client was discontinued, and superseded by other clients which make use of GGPO's networking middleware, such as Fightcade or RedGGPO.

Games using GGPO

Games using rollback networking


See also

Notes

  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 1.16 1.17 1.18 Rollback netcode added after release via patch.
  2. 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 Rollback netcode added via fan-made patch.

References

  1. "ggpo/LICENSE at master · pond3r/ggpo". https://github.com/pond3r/ggpo/blob/master/LICENSE. 
  2. 2.0 2.1 Orland, Kyle (2011-04-22). "Interview: How A Fighting Game Fan Solved Internet Latency Issues". Gamasutra. http://gamasutra.com/view/news/34050/Interview_How_A_Fighting_Game_Fan_Solved_Internet_Latency_Issues.php. 
  3. Cannon, Tony (2008-08-29). "GGPO Networking Guru Talks SF HD Remix!". Capcom. http://www.capcom-unity.com/s-kill/blog/2008/08/29/ggpo_networking_guru_talks_sf_hd_remix_. 
  4. Heart, Adam (6 June 2011). "Street Fighter III: 3rd Strike Online – 1st Trailer and Screens". Shoryuken. http://shoryuken.com/2011/06/06/street-fighter-iii-3rd-strike-online-1st-trailer-and-screens/. "Street Fighter III Third Strike Online Edition will be using GGPO netcode ..." 
  5. Cannon, Tony [@Pond3r] (2019-10-09). "GGPO has a new home and is now available under the MIT License. Get it here!: t.co/7KXHGQ7OMN". https://twitter.com/Pond3r/status/1181800172184977408. 
  6. Miller, Patrick (12 September 2012). "The lag-fighting techniques behind GGPO's netcode". http://www.gamasutra.com/view/news/177508/The_lagfighting_techniques_behind_GGPOs_netcode.php. 
  7. Cannon, Tony (September 2012). "Fight the Lag!". Game Developer Magazine. http://gdmag.com/issue/2012/September. Retrieved 12 September 2012. 
  8. "Capcom: Final Fight". http://www.finalfightgame.com/. "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." 
  9. 佐伯憲司 (2010-11-25). "バンダイナムコ、AC「ドラゴンボール ZENKAIバトルロイヤル」" (in ja). https://game.watch.impress.co.jp/docs/news/409373.html. "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。" 
  10. "新機能" (in ja). http://www.capcom.co.jp/sf3_3rd/online.html. "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。" 
  11. Zaimont, Mike (2011-09-13). "Skullgirls, GGPO… and You". http://skullgirls.com/2011/09/skullgirls-ggpo-and-you/. 
  12. Sahdev, Ishaan (2012-07-08). "Marvel vs. Capcom Origins To Use GGPO For Online Play". Curse LLC. https://www.siliconera.com/2012/07/18/marvel-vs-capcom-origins-to-use-ggpo-for-online-play/. 
  13. Araujo, Yuji (2013-01-11). "Darkstalkers Resurrection and GGPO". http://www.capcom-unity.com/dubindoh/blog/2013/01/11/darkstalkers-resurrection-and-ggpo. 
  14. Neltz, András (2013-06-13). "Capcom's Two Classic Arcade Titles, Reborn on Modern Consoles". Gizmodo Media Group. https://kotaku.com/capcoms-two-classic-arcade-titles-reborn-on-modern-co-514249046. "Chronicles of Mystara is powered by GGPO to offer seamless drop-in/drop-out online gameplay for up to four players in each of the title’s two modes." 
  15. "Divekick - Two-button fighting game for PS3, PS Vita and Steam". http://www.divekick.com/. "Ranked and non-ranked GGPO-powered online play, the most trusted netcode in fighting games." 
  16. @dotemu (Jan 28, 2014). "Yes, it is a licensed version of GGPO". https://twitter.com/dotemu/status/428125292008177664. 
  17. "Lethal League". http://lethalleague.reptile-games.com/. "High performance online GGPO multiplayer." 
  18. Partridge, Jon (2015-08-31). "Rising Thunder interview with Seth Killian". https://www.redbull.com/us-en/rising-thunder-interview-with-seth-killian. "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." 
  19. @sgmobile (Sep 20, 2019). "In case you didn't know, we're using "GGPO" as our netcode solution for Skullgirls Mobile, which is the same netcode used for Skullgirls 2nd Encore!". https://twitter.com/sgmobile/status/1175212377630920705. 
  20. "Pocket Rumble". https://pocketrumble.com/. "Near-flawless online multiplayer with GGPO netcode" 
  21. "Windjammers arrives August 29 on PS4 & PS Vita". 20 July 2017. http://www.dotemu.com/windjammers-arrives-august-29-on-ps4-ps-vita/. 
  22. @PunchPlanet (March 26, 2019). "Join the online #community featuring #GGPO netcode.". https://twitter.com/PunchPlanet/status/1110650147258535936. 
  23. Thang, Jimmy (2018-11-29). "Omen of Sorrow Proves That a Small Indie Developer Can Make a Well-Respected, Competitive Fighting Game". Epic Games. https://www.unrealengine.com/en-US/developer-interviews/omen-of-sorrow-proves-that-a-small-indie-developer-can-make-a-well-respected-competitive-fighting-game. "UE4’s versatility allowed us to implement the well-regarded GGPO system for online fights which, in turn, set the basis for the development of the entire gameplay." 
  24. "Fantasy Strike". http://www.fantasystrike.com/. "Fantasy Strike uses GGPO’s rollback-style networking." 
  25. "Engine get and three short stories – Them's Fightin' Herds". 2013-03-30. https://www.mane6.com/news/engine-get-and-three-short-stories/. [yes|permanent dead link|dead link}}]
  26. @HiFightTH (2020-05-09). "FOOTSIES with GGPO.... I need testers.... If you have FOOTSIES friends, please try it out". https://twitter.com/HiFightTH/status/1259147350406135811. 
  27. @HiFightTH (September 30, 2020). "FOOTSIES Rollback Edition is now available on Steam!". https://twitter.com/HiFightTH/status/1311294768144502784. 
  28. Enclave, Marc (Feb 12, 2020). "Terrordrome - Reign of the Legends Vlog 01 Full - Game overview". http://www.youtube.com/watch?v=LOSwpCYps7Y&t=8m30s. "And last but not least we have GGPO rollback netcode integrated." 
  29. @ArcSystemWorksU (2020-10-16). "GUILTY GEAR XX ACCENT CORE PLUS R will be receiving it's much awaited GGPO update soon!". https://twitter.com/ArcSystemWorksU/status/1317011643851710466. 
  30. @WistfulHopes. "type lumina uses ggpo as its rollback method". https://twitter.com/WistfulHopes/status/1443484339161874442.  Missing or empty |date= (help)
  31. ""KoF XV Open Beta Test Information"". https://www.snk-corp.co.jp/us/games/kof-xv/obt_us.pdf. 
  32. "Breakers Collection - Dev Diary: Online Versus Playtest" (Press release). Games Press Ltd. 2021-02-09. Retrieved 2021-02-09.
  33. Moyse, Chris (6 August 2022). "Rollback netcode coming to Samurai Shodown spring 2023". https://www.destructoid.com/samurai-shodown-rollback-netcode-update-online-snk-evo-2022/. 
  34. @markarotGC (2020-11-11). "#BlazingStrike + #GGPO = ?". https://twitter.com/markarotGC/status/1326395353202089984. 
  35. "Aksys Games Announces Blazing Strike" (Press release). Torrance, California: Aksys Games. Michael Meyers Public Relations. 2021-05-20. Retrieved 2021-05-20.
  36. @JW_Corelated (2020-05-09). "GGPO is the current plan!". https://twitter.com/JW_Corelated/status/1259267333714964481. 
  37. Sirlin, David. "Street Fighter HD Remix Features". http://www.sirlin.net/sf-hdr/street-fighter-hd-remix-features. "Note that the networking uses Tony Cannon's ggpo technique, and he consulted to ensure it was done correctly." 
  38. Svensson, Christian. "Where's Yo Curleh Mustache? Yes, MVC2 is Real!". https://www.capcom-unity.com/sven/blog/2009/04/27/wheres_yo_curleh_mustache_yes_mvc2_is_real. "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." 
  39. Yin-Poole, Wesley (2012-03-09). "Capcom looking to improve Street Fighter x Tekken online sound problems". https://www.eurogamer.net/articles/2012-03-09-capcom-looking-to-improve-street-fighter-x-tekken-online-sound-problems. 
  40. D'Argenio, Angelo (2012-11-20). "PlayStation All-Stars Battle Royale Review". https://www.cheatcc.com/ps3/rev/playstationalstarsbattleroyalereview2.html. 
  41. "Touhou Hisoutensoku Rollcaster Official Release". 2012-12-25. https://hisouten.wordpress.com/2012/12/25/touhou-hisoutensoku-rollcaster-official-release/. "Thanks to Fireseal, Touhou Hisoutensoku can now be played with rollback enabled; long story short, intercontinental play with low delay is now possible." 
  42. "EXCLUSIVE: Everything We Know About Killer Instinct For Xbox One". Killer Instinct Central. September 9, 2013. http://www.killerinstinctcentral.com/exclusive-everything-we-know-about-killer-instinct-for-xbox-one/. 
  43. Sahdev, Ishaan (2014-12-23). "Killer Instinct Classic Getting Online Multiplayer". https://www.siliconera.com/2014/12/23/killer-instinct-classic-getting-online-multiplayer/. 
  44. @CodeMystics (December 8, 2016). "FWIW, we do have rollback netcode (e.g. it's an option in KI Classic), which is what GGPO is, but not used in SNK products.". https://twitter.com/CodeMystics/status/806737673184419840. 
  45. Torres, Josh (2016-04-22). "Branching Path: Melty Blood Actress Again Current Code's Steam Version". https://www.rpgsite.net/feature/4802-branching-path-melty-blood-actress-again-current-code-s-steam-version. "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." 
  46. @MadscientistCC (Feb 1, 2015). "Rollback is out". https://twitter.com/MadscientistCC/status/562006925756211200. 
  47. Nettention (2016-04-06). "Sponsored: Meet the company behind the P2P networking of Street Fighter V". https://www.gamasutra.com/view/news/269805/Sponsored_Meet_the_company_behind_the_P2P_networking_of_Street_Fighter_V.php. 
  48. Wright, Steven T. (2017-03-31). "Reviving 'River City Ransom' and Reinventing the Brawler". https://www.vice.com/en_us/article/gve373/reviving-river-city-ransom-and-reinventing-the-brawler. "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." 
  49. Paget, Mat (2016-07-14). "E3 2016: Injustice 2 Multiplayer Will Use Popular Fighting Game Netcode". https://www.gamespot.com/articles/injustice-2-multiplayer-will-use-popular-fighting-/1100-6440904/. "He talked about the game's loot drops and gear system, but he also revealed that Injustice 2 will use GGPO netcode for its multiplayer." 
  50. Walker, Ian (2017-04-27). "Marvel vs. Capcom Infinite Wants Even Newbies To Have A Blast". https://kotaku.com/marvel-vs-capcom-infinite-wants-even-newbies-to-have-a-1794685310. "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." 
  51. "Golden Fantasia & Rollback Netplay". 2017-12-07. http://blog.mangagamer.org/2017/12/07/golden-fantasia-rollback-netplay/. "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." 
  52. "Acceleration of SUGURI 2". https://store.steampowered.com/app/390710/Acceleration_of_SUGURI_2/. "Online and Split-screen Multiplayer with rollback netcode" 
  53. "Rollback Netcode and Chinese UI localization!". 2018-05-10. https://steamcommunity.com/games/702120/announcements/detail/3808235299525528256. 
  54. Wong, Andy (2018-03-20). "Street Fighter 30th Anniversary Collection Arrives on May 29, 2018". https://blog.us.playstation.com/2018/03/20/street-fighter-30th-anniversary-collection-arrives-on-may-29-2018/. "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." 
  55. Digital Crafter Team (May 8, 2019). "Jesus is back!! Balance adjustment and new netcode tech (Roll back) online!". https://steamcommunity.com/games/612930/announcements/detail/1625148260770416175. "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!" 
  56. @CodeMystics (June 18, 2019). "We're thrilled to team up with @SNKPofficial and @SamuraiShodown to offer you an "aperitif" as you wait to #EmbraceDeath. Play the UNCENSORED SamSho V Special on Windows (Steam or GOG) now with all the features of the PS4 version of SSVS, even online play!". https://twitter.com/CodeMystics/status/1141043370111819776. 
  57. @FightofAnimals (19 December 2019). "Rollback". https://twitter.com/FightofAnimals/status/1207815574652248065. 
  58. @CodeMystics (January 22, 2020). "Thanks @SNKPofficial SNK for letting us bring #Garou: Mark of the Wolves into the Code Mystics rollback netcode family! :) PS4/Vita's patched & Steam/GOG versions are updated to our code too. (Fans of the Steam/GOG DotEmu version can still access it via beta code "dotemuversion"))". https://twitter.com/CodeMystics/status/1220137581662240768. 
  59. "Maiden & Spell". https://www.maidenspellgame.com/. "And yes, the online battles have rollback netcode." 
  60. @FightMighty (February 14, 2020). "In addition to our single player and local VS modes, Mighty Fight Federation features both Online Quickplay and Lobby matches for up to 4 players built on a rollback netcode system! Steam Early Access is available now!". https://twitter.com/FightMighty/status/1228425828750331904. 
  61. @krispykaiser (April 23, 2020). "Before a release, we normally QC to make sure a game is running smoothly, but these are unusual times so we’d like to offer you a chance to beta test Code Mystics' newest rollback update on Steam: THE LAST BLADE 2.". https://twitter.com/krispykaiser/status/1253489135379025920. 
  62. @MikeJMika (October 16, 2019). "It does have rollback. Switch suffers from how many simulations you can do for rollback due to CPU speed.". https://twitter.com/MikeJMika/status/1184588680654151680. 
  63. Smajstrla, Ann (2020-06-23). "Fan mod adds modern online features to 'Super Smash Bros. Melee'". https://www.engadget.com/online-super-smash-bros-melee-slippi-004724839.html. 
  64. Wong, Alistair (2020-08-01). "Fighting EX Layer Patched to Rollback Netcode in Latest Update". https://www.siliconera.com/fighting-ex-layer-patch-includes-rollback-netcode/. 
  65. @mossmouth (September 15, 2020). "FYI, Spelunky 2's online multiplayer uses rollback netcode and was designed for it from the beginning.". https://twitter.com/mossmouth/status/1305944381321437184. 
  66. @SNKPofficial (September 28, 2020). "Get ready because KOF 2002 UM is releasing an open community beta test for its upcoming rollback netcode patch on Steam!". https://twitter.com/SNKPofficial/status/1310481015685537793. 
  67. @GamesStun. "The new update for Dual Souls will include advanced training options to study complex scenarios as well as the #Rollback netcode!". https://twitter.com/GamesStun/status/1326264388806987781.  Missing or empty |date= (help)
  68. @ToughLoveArena (1 January 2021). "We want feedback on the rollback netcode, tutorials, and gameplay in general.". https://twitter.com/ToughLoveArena/status/1345083214101159936. 
  69. "[PRESS RELEASE] Guilty Gear -Strive- Closed Beta Test Sign-ups Start Today!" (Press release). Rolling Hills Estates, California: Arc System Works. 2020-03-18. Retrieved 2020-03-19.
  70. @DFCIACR. "The Open Beta Test (PC) for Dengeki Bunko Fighting Climax Ignition (DFCI) Unofficial Rollback has started.". https://twitter.com/DFCIACR/status/1363533948333281288.  Missing or empty |date= (help)
  71. @StudiosofAether (April 1, 2021). "Rivals of Aether Rollback Open Beta arrives Summer 2021!". https://twitter.com/StudiosofAether/status/1377674197590106112. 
  72. @PetalCrash. "Puzzle battle with your friends around the world with lobbies, rollback netcode, and tons of customization for players and gameplay!". https://twitter.com/PetalCrash/status/1447971008078487556.  Missing or empty |date= (help)
  73. Jarrard, Chris (July 13, 2021). "Nickelodeon All-Star Brawl is from Slap City devs and may have rollback netcode". https://www.shacknews.com/article/125575/nickelodeon-all-star-brawl-is-from-slap-city-devs-and-may-have-rollback-netcode. 
  74. @SNKPofficial (September 30, 2021). "Strap in tight because a major update (which includes rollback netcode) is coming to KOF '98 UM FINAL EDITION this winter for Steam!". https://twitter.com/SNKPofficial/status/1443441727134572550. 
  75. Andy Chalk (2020-12-10). "Windjammers 2 is delayed until 2021 so developers can add rollback netcode". https://www.pcgamer.com/windjammers-2-is-delayed-until-2021-so-developers-can-add-rollback-netcode/. 
  76. 76.0 76.1 @ArcSystemWorksU (December 6, 2021). "We are proud to announce Rollback Netcode for #BlazBlueCentralfiction and #BlazBlueCrossTagBattle !". https://twitter.com/ArcSystemWorksU/status/1467701564689297416. 
  77. @DNFDuel. "DNF Duel supports rollback netcode.". https://twitter.com/DNFDuel/status/1471797331003539461.  Missing or empty |date= (help)
  78. Leblanc, Wesley. "MultiVersus Announced, Will Feature Batman, Shaggy, Bugs Bunny, Arya Stark, Steven Universe, And More". Game Informer. https://www.gameinformer.com/2021/11/18/multiversus-announced-will-feature-batman-shaggy-bugs-bunny-arya-stark-steven-universe. Retrieved 19 November 2021. 
  79. @Atlus_west. "Rollback Netcode comes to Persona 4 Arena Ultimax this summer for Steam and PS4". https://twitter.com/Atlus_west/status/1498133354016755712.  Missing or empty |date= (help)
  80. 80.0 80.1 80.2 80.3 80.4 80.5 80.6 "Tango". https://tango.n1gp.net/. "Works with every English and Japanese Battle Network game." 
  81. mars. "MMBN3 PvP Balance Patch". https://www.n1gp.dev/bbn3/changelog. "Lots of changes have been made under the hood in order to make BBN3 work with rollback netcode." 
  82. Romano, Sal (4 August 2022). "The Rumble Fish 2 launches this winter for PS5, Xbox Series, PS4, Xbox One, Switch, and PC". https://www.gematsu.com/2022/08/the-rumble-fish-2-launches-this-winter-for-ps5-xbox-series-ps4-xbox-one-switch-and-pc. "Now with widescreen support, rollback netcode, and more." 
  83. @intandemwith. "Sorry for announcing rollback on Christmas and delaying it, but I still have a present for you IKEMEN-Go fans! Here's pre-alpha footage of rollback: US - UK!". https://twitter.com/intandemwith/status/1607433268059865090.  Missing or empty |date= (help)
  84. Romano, Sal (June 10, 2022). "Street Fighter 6 supports rollback netcode, cross-play". https://www.gematsu.com/2022/06/street-fighter-6-supports-rollback-netcode-cross-play. 
  85. @gbvs_official. "GBVSR features: Rollback Netcode and Crossplay". https://twitter.com/gbvs_official/status/1616703260261486592.  Missing or empty |date= (help)
  86. "Q: Will Mortal Kombat 1 have rollback netcode? A: Yes, Mortal Kombat 1 will have rollback netcode to support online gameplay.". https://www.mortalkombat.com/en-us/faq. 
  87. "Slayers for Hire Kickstarter". https://www.kickstarter.com/projects/metagamesco/slayers-for-hire. "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." 
  88. @JollypunchGames (January 5, 2020). "I got good rollback netcode! We've been playing #FlyPunchBoom tournaments across continents, and it still feels good.Still in beta though. Coming this year! Fire". https://twitter.com/JollypunchGames/status/1213895107637850113. 
  89. Vortex Games. "Rushdown Revolt - Pre-Beta Testing". https://store.steampowered.com/app/1376070/Rushdown_Revolt__PreBeta_Testing/. "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." 
  90. @mattrified. "Physical" test and demo of #MerFight's rollback/online.". https://twitter.com/mattrified/status/1366170827327209472.  Missing or empty |date= (help)
  91. Bolding, Jonathan (2022-12-10). "An upcoming RTS will incorporate the rollback tech that took Fighting games by storm". https://www.pcgamer.com/an-upcoming-rts-will-incorporate-the-rollback-tech-that-took-fighting-games-by-storm/. 
  92. @MufausaThe3rd. "Looks like Arika will be incorporating their version of rollback into Tekken 8". https://twitter.com/MufausaThe3rd/status/1622421035407622146.  Missing or empty |date= (help)
  93. @SNKPofficial. "Get ready for KOF XIII GLOBAL MATCH! Features rollback netcode and improved online functionality. OBT set for early summer 2023, so stay tuned for more updates!". https://twitter.com/SNKPofficial/status/1642135974636560384.  Missing or empty |date= (help)
  94. @Mtl_Revolution (January 24, 2019). "Sorry, if we missed your question previously. It's gonna be a rollback netcode technique as same as in GGPO.". https://twitter.com/Mtl_Revolution/status/1088265667319455744. 

External links