Mortal Kombat 1

Mortal Kombat 1

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mercureXI Sep 18, 2023 @ 8:46am
Is that REALLY rollback netcode here ?
Something is shady.

There's NO WAY the matches I had today in KL, were rollback netcode matches.

The amount of added delay during juggles was insane.

Most matches don't feel "offline" like, which is the case with good rollback netcodes, like we can experience in SF6 / etc

Did they confirm they used rollback mixed with TONS of delay to cover up for the fact that their netcode is crap ?
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Showing 1-15 of 23 comments
ChrisS3097 Sep 18, 2023 @ 8:50am 
I can confirm that the netcode is pretty bad at the moment, had a few matches that were unplayable today, hopefully they fix it with a day one patch.
x11 Sep 18, 2023 @ 8:56am 
The delay is actually insane, I feel like it over 6 frames most of the time lol
Zabesho Sep 18, 2023 @ 9:01am 
absolutely bad. Response times are way to high. Watching 50% combos for a whole minute and not beeing able to "respond" properly kills the fun for me at the moment. =/ They need to fix that at release.
Pugs Sep 18, 2023 @ 9:03am 
$110
Can...you...help Sep 18, 2023 @ 9:24am 
the online made me appreciate sf6, the more i play mk1 the more i want to go back to sf6. this is a solo game period
mercureXI Sep 18, 2023 @ 10:02am 
Originally posted by Raijindo:
the online made me appreciate sf6, the more i play mk1 the more i want to go back to sf6. this is a solo game period

I tend to agree.

Online is really bad, for a game with such a huge budget and rollback being handled very well even by indies, that's sad.
Can...you...help Sep 18, 2023 @ 1:43pm 
Originally posted by mercureXI:
Originally posted by Raijindo:
the online made me appreciate sf6, the more i play mk1 the more i want to go back to sf6. this is a solo game period

I tend to agree.

Online is really bad, for a game with such a huge budget and rollback being handled very well even by indies, that's sad.
this is really bad when a studio with millions of budget can't get a good netcode, terrible
Mike Sep 18, 2023 @ 1:47pm 
Ever single one of my matches in casual mode all played perfectly, but my issue is more the games will disconnect and sit on a black screen for like 1-2min before going back into the casual queue.
Shoah Kahn Sep 18, 2023 @ 2:16pm 
Roll-back net code will manifest as either the game re-syncing in real-time -- e.g., you might see a move connect, then it not actually play through in full / be reversed, or inputs drop at lower latencies -- or the game run like molasses for connections over ~200ms. If it's a slide show or slow all the time, it's likely not roll-back, or it's some kind of "custom" variant thereof.

In SF6, it's clearly roll-back, as I've had my character's successful commend grabs (the camera switches to cinematic) suddenly end mid-throw with me appearing into ad opponent's normal throw; and what should be lower latencies (<50ms), seem to have the most dropped inputs (for a game with very easy inputs, when stuff drops, it's rather obvious).

Roll-back is way to kind of fool people into thinking they're playing a smooth game, when it's actually just resyncing proceedings in real-time to belie the actual connection quality / when the players are witnessing different things happening on each end. The slow-motion is a failsafe for when the connection is far too much to re-sync without it devolving into a shroom induced trip of super-moves canceling mid cut-scene etc.. The best way to see this is to record a match from both ends, then compare them side-by-side.
Can...you...help Sep 18, 2023 @ 2:53pm 
Originally posted by Shoah Kahn:
Roll-back net code will manifest as either the game re-syncing in real-time -- e.g., you might see a move connect, then it not actually play through in full / be reversed, or inputs drop at lower latencies -- or the game run like molasses for connections over ~200ms. If it's a slide show or slow all the time, it's likely not roll-back, or it's some kind of "custom" variant thereof.

In SF6, it's clearly roll-back, as I've had my character's successful commend grabs (the camera switches to cinematic) suddenly end mid-throw with me appearing into ad opponent's normal throw; and what should be lower latencies (<50ms), seem to have the most dropped inputs (for a game with very easy inputs, when stuff drops, it's rather obvious).

Roll-back is way to kind of fool people into thinking they're playing a smooth game, when it's actually just resyncing proceedings in real-time to belie the actual connection quality / when the players are witnessing different things happening on each end. The slow-motion is a failsafe for when the connection is far too much to re-sync without it devolving into a shroom induced trip of super-moves canceling mid cut-scene etc.. The best way to see this is to record a match from both ends, then compare them side-by-side.

cool, but rollback with a good netcode is still miles better than delay base, here if it is rollback mixed with delay based, it's still very bad.

People think rollback is a god solution but that's only the case when the netcode is really solid and choose the best server so both player play with the same lag therefore less rollback.

Here from what i've seen, it's just yolo and randomly decide to go full rollback on 50-60 ping or lower and full delay on 80+. Clearly a netcode problem more than rollback/delay, since it seems to choose the worst solution for each situation
mercureXI Sep 18, 2023 @ 3:09pm 
Originally posted by Shoah Kahn:
Roll-back net code will manifest as either the game re-syncing in real-time -- e.g., you might see a move connect, then it not actually play through in full / be reversed, or inputs drop at lower latencies -- or the game run like molasses for connections over ~200ms. If it's a slide show or slow all the time, it's likely not roll-back, or it's some kind of "custom" variant thereof.

In SF6, it's clearly roll-back, as I've had my character's successful commend grabs (the camera switches to cinematic) suddenly end mid-throw with me appearing into ad opponent's normal throw; and what should be lower latencies (<50ms), seem to have the most dropped inputs (for a game with very easy inputs, when stuff drops, it's rather obvious).

Roll-back is way to kind of fool people into thinking they're playing a smooth game, when it's actually just resyncing proceedings in real-time to belie the actual connection quality / when the players are witnessing different things happening on each end. The slow-motion is a failsafe for when the connection is far too much to re-sync without it devolving into a shroom induced trip of super-moves canceling mid cut-scene etc.. The best way to see this is to record a match from both ends, then compare them side-by-side.

Bro, we know about rollback.

It's just that SF6 mixes both rollback and input delay based netcode, so MK1 might do the same, except in SF6's case, it's almost perfect, and in here, it feels extremely weird, since some matches, within comparable situations (less than 100ms, 60 benchmark score, wired), sometimes feel ok (though still not offline-like), and some REALLY feel delayed as F, something that usual rollback netcodes never really permit.

The whole point of a rollback netcode, is having the same timings offline AND online, and in here, it's clearly NOT the case.

But hey, they messed up yet another thing about this game, at this point, why am I surprised ?
mercureXI Sep 18, 2023 @ 3:12pm 
The fact that they don't show ping / rollback frames / etc, is actually a clue that they know there's an issue, since that info was available in MK11.
ultsnv Sep 18, 2023 @ 3:39pm 
Originally posted by mercureXI:
The fact that they don't show ping / rollback frames / etc, is actually a clue that they know there's an issue, since that info was available in MK11.

game was probably rushed and planning on patching stuff like that in. Pretty sure they will fix the netcode if its really an issue.
Shoah Kahn Sep 18, 2023 @ 4:01pm 
My point was that I doubt MK1's is roll-back, and for the simple fact that most would not be complaining about latency unless they were obviously playing people from across the other side of Flat Earth. Given people are noticing lag, and how NRS games have worked online in the past, it's probably not roll-back.

When I watched people play the beta, most connection were between 40ms and 100ms, and for those who were playing in populous U. S. cities. If that's going to be the case for the game going forward, then they may as well have region locked it until they had cross-play. From an advertising and reception standpoint, they'd have been better off people complaining about long match-making wait times, than the net code being trash -- the latter implication directly kills a game's PvP, which will directly affect sales (I'm living testament to said fact).
Last edited by Shoah Kahn; Sep 18, 2023 @ 4:03pm
ultsnv Sep 18, 2023 @ 4:43pm 
Originally posted by Shoah Kahn:
My point was that I doubt MK1's is roll-back, and for the simple fact that most would not be complaining about latency unless they were obviously playing people from across the other side of Flat Earth. Given people are noticing lag, and how NRS games have worked online in the past, it's probably not roll-back.

When I watched people play the beta, most connection were between 40ms and 100ms, and for those who were playing in populous U. S. cities. If that's going to be the case for the game going forward, then they may as well have region locked it until they had cross-play. From an advertising and reception standpoint, they'd have been better off people complaining about long match-making wait times, than the net code being trash -- the latter implication directly kills a game's PvP, which will directly affect sales (I'm living testament to said fact).

i have played previous NRS titles and seen roll-backs happen, so you are wrong.
https://www.youtube.com/watch?v=7jb0FOcImdg
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Date Posted: Sep 18, 2023 @ 8:46am
Posts: 23