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Rollback Netcode vs Delay Netcode: Understanding Online Fighting Game Responsiveness and Synced Gameplay

Nitesh Bandekar

Monday, August 11, 2025

1 min read

Diagram showing predicted input, rollback and re-simulation in netcode.
Diagram showing predicted input, rollback and re-simulation in netcode.
Diagram showing predicted input, rollback and re-simulation in netcode.

Explore how rollback netcode delivers smoother, responsive online fighting experiences by predicting inputs and fixing mismatches far superior to classic delay-based systems. Photo by: ARS Technicia

Rollback netcode predicts remote inputs and immediately processes your own controls then, if the opponent’s actual input arrives differently, the game “rolls back” a few frames and re‑simulates to correct the state. This ensures low input latency while subtly fixing mismatches

By contrast, delay‑based netcode waits for every remote input before advancing frames, adding visible lag and sluggish responsiveness. For high-speed fighting games demanding precision, rollback delivers smoother, more reliable online play even under inconsistent connections. Still, hybrid models combining minimal delay with rollback are sometimes used to mask abrupt corrections.

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