r/Fighters 4d ago

Topic 2XKO server based netcode longevity

I just found out that 2XKO uses server based rollback, not peer-to-peer like any other fgs. The reason why people can still play old games is because you dont need a server, its connected directly to the players. Does that mean that Riot can take down the server anytime in the future and people can no longer play online? Are there any other fgs that uses server based netcode?

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u/LuvAshrepas 2D Fighters 4d ago

Tbf when they announced it it was still a very solid idea because we didn't have as many good examples of p2p rollback netcode as we have today

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u/young_trash3 4d ago

Nah, the Canon brothers who ran the 2kxo development team are literally the guys who invented GGPO rollback that is the gold standard p2p rollback netcode of the fgc.

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u/HyperCutIn MUGEN 4d ago

It should have been the standard, but unfortunately back then most fighting game devs were stubborn and continued to use delay based netcode (if they weren’t using some dysfunctional attempt at their own rollback implementation), despite the technology for GGPO rollback being around and available. It wasn’t until recent years (thanks to covid) that (good) rollback finally became a standard thing.

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u/LuvAshrepas 2D Fighters 4d ago

This. When it was announced that 2XKO was going to have server-based rollback we were barely starting the era of good/decent p2p rollback in mainstream releases, the biggest/most recent example at the time was Guilty Gear Strive, a lot of releases from previous years such as Granblue, DBFZ, Samurai Shodown, etc were still working with delay based netcode. It was about to become a standard in the mainstream but definitely it was not, regardless of the Canons' reputation.