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Super Street Fighter 2T HD's network code detailed in blog entries

Posted by Jonathan 'Catalyst' Grey • July 29, 2008 at 5 p.m. PDT • Comments: 0
Super Street Fighter 2T HD's network code detailed in blog entries Capcom's Director of Technology, Gary Lake, has posted a series of blog entries that goes in-depth to explain how Super Street Fighter 2 Turbo HD Remix's network code works.

They claim it's, "the best console fighting game network code ever," and his blog provides quite a bit of detail on what's going on behind the scenes.

A very interesting read if you've got a head for this stuff. Here's a snip.
All of these efforts attempt to address the issue of input response in a network environment where it typically takes 5 or more frames before joystick input can be transmitted and confirmed from other players. The traditional solution is to keep all clients in a multiplayer game completely synchronized, and to introduce artificial lag to the joystick response to cover latency.

As fans in the online fighting community have aptly identified, input lag is not good for reproducing a true arcade experience.

The solution we use for HD Remix is to eliminate input lag and let players issue moves immediately. We deal with de-synchronization after the fact by identifying conflicts and rewinding the game back to the point where the two clients diverged. This is commonly referred to as a ‘rollback' technique.
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