Sentences with phrase «rollback netcode»

-- 4 or 8 person Free For All, 1v1, 2v2, 4v4, Online or Offline, Casual or Ranked — Worldwide NA, EU and SEA servers with rollback netcode — Gameplay designed from the ground up for online play — Easy to pick up, impossible to master — Ever expanding roster of legends to chose from — A fierce but welcoming competitive community, with a constantly shifting competitive meta — A dev team that supports the game with regular bi-weekly updates — Rewatch your finest matches with an automatic replay feature — 100 % Free to Play fighting game on the League of Legends / Smite model
The game utilizes Tony Cannon's signature GGPO3 as a rollback netcode, making sure that matches are lagless.
The online for SFV uses a rollback netcode this time and it displays lag as a type of jumpy rollback when lag appears.
It utilizes rollback netcode, which is an absolute must for fast paced games.
Alongside features such as Chinese language support, this update added one big change to the game's online multiplayer: rollback netcode.
This is quite notable, when bigger releases with rollback netcode, such as Street Fighter V, have yet to implement such a feature.
This update marks the first time that any The King of Fighters title has used modern, rollback netcode, with prior releases — including The King of Fighters XIV — still using variable input netcode.
Of course, this isn't the first time Code Mystics has implemented rollback netcode in a fighting game.

Not exact matches

Rollback - based netcode would absolutely work, and item / stage stuff has nothing to do with it.
GGPO uses a netcode technique called «rollback».
Capcom has retooled its netcode and is now using a rollback style, similar to the highly lauded GGPO.
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