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Under Night In-Birth developers still looking into rollback netcode though admits they've been running into 'a lot of problems'

Will it be for UNICLR or maybe a future project at this point?

Posted by Dakota 'DarkHorse' Hills • April 7, 2020 at 6:34 a.m. PDT • Comments: 14

Rollback netcode implementation has been one of the biggest points of discussion for the fighting game community over the past year or so which has finally pushed the issue back to the Japanese development scene that appears to be more open to listening now.

Under Night In-Birth's battle planner Kamone Serizawa was one of the first in the new wave to show interest in digging into rollback netcode, but it seems like he's been running into some problems getting everything to work.

In a recent Twitch stream, Kamone was asked by a fan if they were having issues with getting rollback going in Under Night In-Birth Exe:Late[cl-r] to which the developer gave a fairly open response to.

"We are still facing problems with it right now," said Serizawa on his stream. "Lots of problems, but I'm doing it little by little."

There's never been any firm plans to add rollback netcode to Under Night up to this point though Kamone first expressed interest back in October 2019 tweeting that he was having trouble finding information on GGPO and asked if he had to make it himself.

EVO and GGPO's Tony Cannon responded to seemingly hook Serizawa up with the info he needed though it's taken mostly fans to get him to talk more about it.

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Back in January, another Twitch chat member asked if GGPO was coming to UNICLR since it hadn't released yet to which Kamone replied in English "sorry, it was not in time."

This suggests that the developers had at the very least made an effort to try some things out, but obviously UNICLR launched with the same delay-based connections it had before.

It is also worth pointing out that French Bread works very closely with Arc System Works who have also been placing their ear to the ground about what to do with their fighting game online suites.

One of the biggest requests for Guilty Gear Strive was the potential for rollback netcode to which ArcSys said they were internally debating their options.

Finally last month, however, they did confirm that Strive would indeed use rollback though it's something the team is still actively working towards since the upcoming closed beta this month will still rely on their legacy delay code.

Completely changing the online architecture of a game that's already been released is no easy feat, as the general rule of thumb for using rollback in modern games is to plan for it in the early developmental stages though we have seen it added post-launch before.

Mortal Kombat X famously re-did its entire online service to use rollback while some classic older titles like Garou: Mark of the Wolves have also been gone back over with a fresh coat of paint.

It's seeming less likely that the newest form of Under Night may see a rollback overhaul, but even if it doesn't, whatever French Bread may be working on next will probably take the plunge going forward.

Under Night In-Birth Exe:Late[cl-r] is currently available for PlayStation 4, Nintendo Switch and PC.

Thank you for the tip Jedi Outcast.

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