In a new Famitsu column, Super Smash Bros Ultimate director Masahiro Sakurai talks about rollback netcode and the game’s own netcode. Sakurai considered implementing rollback netcode during development but determined that the “side effects were too big”. Here are more details courtesy of Siliconera:

  • “1v1 is a very big element among the online modes; we made the input delay in the connection to have more aggressive values. Things like transmission interval and buffering are crammed in.”

  • “Tangible details on the connection improvement were not announced, because no matter how much we improve it, the factors from users’ environments are bigger.”

  • “Mr. [Katsuhiro] Harada from Tekken said that around 60% of all home consoles use Wi-Fi. But in Switch’s case, it would be more than 60%.”

  • “There have been requests to show whether the opponent uses Wi-Fi or not, but it’s not like they can be rejected, so we cannot do it.”

  • “It’s not like Wi-Fi is bad, but please kindly use a wired connection in order to have a stable match.”

  • “There are also requests for a rollback method, and we did inspect it during development, but we passed up on it. The side effects were too big.”

Lastly, Sakurai mentions that Super Smash Bros Ultimate surpassed 20 million copies sold since release. Stay tuned at Final Weapon for the latest Japanese gaming news!

SOURCESiliconera
Raul Ochoa, a.k.a. Soul Kiwami, is the Deputy Editor in Chief of Final Weapon and a News Writer at Game Rant. With a passion for the Japanese gaming industry, Raul is a huge fan of Nintendo Switch, PC hardware, JRPGs and fighting/action games. business email: soul@finalweapon.net