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If you want to introduce artificial i put lag for training purposes, you'll need to use a third party solution; either some sort of app or a hardware solution.
https://twitter.com/noodalls/status/1408235016170074115?s=20
Perhaps someone else can confirm. I mostly play online so I might've simply gotten used to it, but I haven't noticed any major difference in training mode. 1 frame isn't a lot so it's possible I unconsciously adapt to it.
Very strange. Strive does not offer variable input delay for online matches which
is a detriment in niche cases because it makes high-latency matches more volatile by introducing more frequent and notable rollbacks. It's GOOD that there's no dynamic input delay as seen in older ASW titles (XRD and BB pre rollback updates) as this made it difficult to get timings down. Old games used input delay to cope with latency and lagspikes to prevent desyncs. Rollback uses input delay to reduce the number and severity of rollbacks.
If you're experiencing this frequently, it might be on your end =(
The closest thing to simulate this is the input delay in the button settings you allude to.
https://imgur.com/a/2GeTjXs
But this for offline battles only.
This is a nonsensical statement - a rollback is a recalculation of game state after receiving input from a peer which differs from the prediction. If there isn't another peer there can be no rollback.
The only thing that would add "input delay" on your end during an online match exclusively is extremely volatile network conditions, or your opponent running the game at a framerate significantly below 60. Either (or both) of these would cause your game to stutter or feel slowed down (albeit your framerate remains at 60) leading to inputs feeling "delayed" or "dropped" if you ended up inputting something too early. Though it would also likely prompt multiple "Checking opponent's connection" before potentially terminating the match.
This is another weird statement.
Any generic HID connected through USB has a minimum polling rate of 125HZ and a similar scan rate... This has been the default standard since USB 1.1 (released 1998)
125hz equates to 125 polls per second, which gives you an interval of 8ms between each poll. Strive runs at 60FPS which means 1 frame rendered every 16.6ms - so even the most basic keyboard would have polled your input twice in this timeframe, and would in a worst case scenario never lag more than 1 frame behind.
If you wanted slower polling rate you would have to go out of your way to find a fringe USB-device or a way to tweak the firmware/drivers...
That's the bare defaults - modern keyboards often have much better scan rates and poll rates too.
Having said that - there are definitely cases where peripherals' hardware, firmware and software can incur notable latency - like bluetooth gamepads.
And premium keyboards do offer higher polling rates and scan rates, as well as being more likely to have optimized firmware and drivers to minimize overhead compared to generic HID peripherals. But for a 60FPS video game like Strive - input delay from a keyboard is relatively negligible.
And I read online the way they deal with rollbacks is they remove frames from moves later on...which sort of makes sense given those rollback frames have to be madeup somewhere. So doesnt that mean everyone loses 1 or 2 frames on moves at random times....so wouldnt it make sense u experience different timings online.
Bad rollback doesn't cause timing delays; it causes teleporting. If you see your opponent flashing around different parts of the screen, that's the network. If your game starts to lag, that's usually the opponent's framerate because they can't run the game at 60fps.
I'm sure you would.
If you actually wanted to simulate rollback (which the devs most certainly did) you don't need anything as convoluted as what you're describing.
The reason we don't have this option is because developers and nigh on 100% of the playerbase feel there's no tangible gain for "practicing" with rollbacks. Rollbacks are really random, ugly to look at, and disruptive to gameplay. But they're the lesser evil to purely delay based netcode.
As for your figuring regarding "cut frames" in terms of rollback - Emerald Lance's got it right.