#netcode-chat
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Congrats on being first ๐
๐ฎ
yipee
aye mods while you're at it wanna add some emojis as well?? we're starving over here
Yeah what kind of discussion should we expect to happen in here? "code is good" "no bad" "okay"
Idk but netcode getting a chat makes me hopeful
Keep your eyes on Twitter!! ๐
x*
Oh god this is gonna be hype
What is this channel for ?
Huge?
hi I like pineapples
Definitely a top 3 fruit
RAWR
Mangoes clear pineapples by a mile. No contest.
this is the thing i've wanted to hear the most
i'm genuinely so happy about this because i've struggled so much from being a brazilian player with friends from the us and uk
PFG โค๏ธ
Very happy to see the changes
Can you guys talk about why the characters are so big yet
What are you guys using for server hosting?
Hello
Pineapples are good too tho
Now I want fruit
Perhaps even on... pizza
does shaggy look huge in that video or am i on crack
Hype
Yo whats up Nakat, hope youve been good
The netcode looks mad good icl so congrats there!
Whats your favorite fruit Nakat?
Damn i just started playing overwatch 2 and they announce multiversus return
I can't say I can answer EVERYTHING
Yooo!
But I can answer as much as I can haha
Apples
Yo what's good nakat!
My only complaint is that the characters on Trophy's Edge still seem big in some instances
h
Pretty vanilla pick but I can respect it
YERRRRR
some apples are mid and some are goated u gotta be more specific fr
I agree
They get the job done
Rough estimate, how many man hours went into reworking the netcode
Ngl
๐
what would be a difference from the old netcode to the new one????? from what you guys have tested
Yooo nakat! My goat

Ay YO!
Will that new netcode allow me to play with any region?
Like im europe, but I still can play with someone in asia or north america
This looks so much better!
embed fail. Laugh at that user
Remember when the netcode would stutter a bunch and it seemed like you would teleport into the blastzone?
That is no longer the case anymore
The netcode is soooo good holy, bru, I was fightning a Batman, it was on point
(what I could say but we cant play the game e.e)
Also how you been Nakat? The hype!!!
To give perspective
Whats good SHARK
@blissful gyro We have played against someone in Europe to the US and it felt great
That makes a lot more sense actually thx
is it may 28th yet ๐ฅบ
This
I've played with people from East Coast USA, West Coast USA, and even the United Kingdom all the way from Mexico and have had little to no delay
It blows my mind every time
Yo is the server ever gonna add some more emojis and stickers?
Thank god
this looks real good
This is a relief for the Mod team, we can have actual fights now ๐
and is likely the most exciting thing I want everyone to experience
So would it be safe to say online tournaments could be held with no reigon lock?
I'll cry
I believe it CAN happen, but of course it likely will not be as premium as closer locations.
thats a perfect example, that happened to me so much lol
Actual mods and staff here great googily moogily
I'm always here...
๐
Asian servers?
Im scared
If you want to talk to devs, this will be the only place to do it ๐ฅ
How much global testing has been done with the new netcode? Between continents, across oceans, etc?
How extreme can ping be with it still functioning well?
why does the new gameplay footage look so slow
Do you know how much change the game has been going under? Is there like, gonna be some massive changes?
You mean I'm not a real mod? 
I can only speak on how far I have played. Furthest for me was Mexico to United Kingdom
You have ascended beyond "mod" and became a God
Yo I will ask this until it happens: WHEN WILL THE SERVER GET EMOJIS AND STICKERS
these ones stink
hey nakat is the full gameplay footage slowed down or that's normal speed?
There's still a good distance. How many rollback frames were there in that instance?
@tulip dock what's the maximum ping it can handle so far while still being smooth?
the dodge charge is a W
ye
That's a question with a lot of variables since everyone is different. When it comes to those tests, that is outside of my realm and the job of those who have built the netcode.
lebron is gonna be more fun with the netcode
reasonable
Making a good netcode is pretty much black magic, and what you guys have done looks impressive
Can't wait to try it out and have nothing to blame when I ultimately get destroyed online
Is the game slowed down in the footage
I do know that even for wifi players we wanted the experienc to be smooth so we wanted to ensure it'd feel ok for both Wifi and Lan
I am connected via Lan
Fair!
Or has the game actually been slowed
I hope the footage was slowed down
I liked the fast paced gameplay
It looks like it's just slowed down footage to showcase the net code function
So in the gameplay footage it looks like hitboxes were shrunk. Is that the case? Because if it is, then Iron Giant is about to be even more viable
Wait with the new sizes, how big will IG be???
As much as I'd like to answer gameplay questions, today I am here to just talk about Netcode
alright thats fair
Aww...
One day ^_^
maybe another time for the gameplay than
exactly
Is the lag going to still be as bad as it was before in 2v2 lobbies or do you think that'll be fixed
1v1 had barely any issues for me and my friends but the moment we tried 2v2 things went to hell
I'm so bad at this game I never even noticed lag ๐ฆ
๐ซ
The connection feels premium whether it is 4 players or 1
The net code changes seem like they'll fix that entirely
Making a good netcode is pretty much "hiding" stuff that you can't really get rid of
So I'm wondering if there are any noticeable artifacts with the new netcode, and what these are?
Nakat I wanna play with you on relaunch ๐
Since the game is primarily duos focused we had to make sure it supported 4 players as perfect as possible
I think we overachieved in this department
Which honestly is not a bad thing
Not sure if youll be able to answer, but will be there anything to indicate who has the bad connection in the case that there is one? Hoping to avoid using Bufferbloat and the such for events in the future
yep netcode is peak ngl
@uneven kestrel
I have been playing for a longgggg time now and have never had a situation where my opponents teleported or lagged
daang premium
ngl hearing "premium" used to describe Multiversus is like using "cold" to describe Arizona
I have played FG's for a long time so when I say this feels like magic it is the BEST way I can say it lmao
I remember having attacks like garnet's down special like lagging while using it, that means stuff like that should be fixed too right?
Any connection based issues you may have had should be resolved
Hell yes
hell yea
That's not to say if someone is playing on a 2G wifi tower there won't be an issue for them LOL
And nakat, when the game is back, we need to throw down!
if theres a dev here, i wanna hug you ๐
of course lol
So the servers now take timestamp data to be able to rollback information that the server may be behind on from the clients. How fast are the servers running at to do this? (basically what tickrate)
But also keep this in mind. Sometime matches were played from hotel wifi and they went without any issues
Which is WILD
is there gonna be an early access? ๐
That is wild
yea that's wild
That's not a netcode question 
Netcode looks amazing, can't wait to try it
sorry
When you guys get your hands on the netcode PLEASE @ me on Twitter and here
do i keep all my stuff from before? idk what net code is
I want to know your reactions
So I can play prefectly fine from Spain with a friend in the US?
Will do!
and if anything arises
will do
oh servers better now?
I have not tried that, but if it gives you peace of mind I played from all the way over to the UK
and it was so good.
Do you think the new netcode has the potential to become the new gold standard for fighting games?
I'm unable to tell if this is an employee gassing it up or if you're being deadass so if this is the messiah you claim it is I def will @ you ๐ญ
Great showcase of the gameplay and netcode! You all have done great work PFG!
That makes me so happy
I say what I mean
Bet
I was/am a player just like you
Will there EVER be a netcode showcase?
If you peep the twitter thread on our official Twitter there is a sort of break down of it
what do you mean
Isn't that what the videos are?
and the blog post helps as well
Yea
Yeah
Yea
is the gameplay slowed
Like, a gameplay with that netcode
Nakat since you're anwsering netcode questions today, will we get like days where we can ask about other stuff eventually?
Why is there a netcode chat lmao
Why not
This gameplay looks really awesome! Just what confuses me is why are the characters so big? They were fine before in my opinion.
netcode looks good at least
why the movement looks so slow.
The characters are too big. They are nearly 50% bigger
Its... just zoomed in?
Iron Giant will be 10x bigger

it's just a preview guys
Is the gameplay slowed down in the video
the game comes out in 48 days anything could change then
I'm just trying to see how gizmo gonna look next to iron giant with the size changes
nobody knows yet
Thank you for the better netcode, it has been my most wanted feature for the game. Really looking foward to a better experience, YAY
Ik gameplay is not final, but I personally would prefer if they were shrunken a bit
Im asking someone apart of the development teamโฆ.
please, don't let the game came with this slow speed. Nobody liked it.
Or the video is slowed?
They slowed down footage in all of the other showcases from the beta and stuff
facts
They probably can't actually say
nakat said they weren't anwsering non-netcode related questions though
idk why they are taking long to respond to a simple question
This is related
But I'm doubtful it's been slowed gameplay wise
Within time for sure
imo

the speed looks gine in the road to release vidoe or whatever it was called
Sorry if I take long sometimes
it's ok
have you been able to play with the netcode at all? and if so is it noticeably better or what
Yeee
The new netcode looks so much better
Do you know what the tickrate for the servers are?
Absolutely, I have been playing for a long time. I explained it above. You can scroll to catch those messages
obsta my beloved
Our games will be so much smoother...
This is the exact same thing that happened with the original trailers, remember that? I'm betting it's slowed down just for footage. I wouldn't worry.
I wonder if we got the ability to do 3 player free for alls now maybe the old netcode didn't allowed it
The speed of the game was something crucial that made the game fun. Don't make a change like that, it could greatly harm the future of the game.
facts
MAN this footage was so fun to watch, good gord I miss MVS and I can't wait for the return!!!
??
It's hyyype
The fact that anyone working with/on the game has been evasive about answering anything related to the demo speed tells me it's not slowed down
Doesn't take a genius
YEAHHHH I'm shaking in my little boots man. it's so hype
I don't see any good reason not to tell us if it was slowed down
i hope so but why would they slow down a video related to netcode where the game has to look normal to show how good the netcode is (mb if that is confusing but i hope ykwim)
^
I just wouldn't take the clip as if the game is going to be drastically changing in pace. Though I'm not an employee or anything. If you watch the videos carefully, there's clearly frame stutter, which wouldn't happen at a normal game speed
Just saying!
Communication with the team is unfortunately very difficult and I highly doubt they will answer this question about the slow speed. I just hope they don't make a wrong choice.
It's a netcode channel where they'll answer netcode related questions
They'll get more into that in later blogs I'm sure
Yep
It is extremely difficult especially considering the people who are doing the technical work arent answering the questions qa people are
which is like bruh
@runic patio how are you liking the netcode? Worth all the hype Nakat is giving? ๐
"did you slow down the footage" is hardly a game related question period IMO the only reason to avoid it would to be if the answer is no to avoid more backlash is the way I see it
I'd love to be wrong tho
I'm thinking the same thing personally.
you can pretty much sum up their answers to a personal opinion without actually going into rough detail as much
i donโt know why devs arent answering but whatever
They never answered questions then about it being slowed down either, and that didn't happen lol
ajax is the one person on the team who HATES the new netcode don't talk to him about it ๐
Excuse?

๐คฃ
Skill issue
I love the netcode! PFG did an amazing job on it!
Poor netcode hurt my main IG a ton, so this will be sooooo good
Maybe I'll be able to breach top 10 with him this time around
Ouuugh im so full of yummy netcode
I wonder how long it took to make this netcode happen?
Is that gameplay they showed, slowed or not?
Unfortunately we aren't currently getting an answer to that question.
:((
I saw a couple new attacks from Batman
He seems to have some kinda leg sweep, and he also has a new neutral attack for when Batarang is on cooldown
Leg Sweep is at 1:39 in the vid
New Netcode looks very clean โผ๏ธ
It looks really promising, thank you devs for the effort
huge for mainers
This ๐ซถ
Do you think there can be a stress test for the netcode one day? I want to see how well it'll hold up when servers are full of people
How well does the net code handle very projectile heavy characters like Bugs? There can be a lot of moving projectiles at once
Tom tennis balls, Bugs rocket and safe, Marvin everything... they can sure be a lot
Works properly!
Is there any added input delay or anything to compensate higher pings?
Killer news there! Man, I wanna play soon it soon.
How does the netcode handle Iron Giant since heโs the biggest character in the game?
Did Shaggy always run like this? https://i.postimg.cc/DwkVbFcd/image.png
Yo nak, what's with that slow gameplay? Was it for the showcase?
Was that final gameplay speed?
How many servers are you implementing into the final release?
Hello nerd!
Yall dont forget the like to the stream
Love the gameplay and speed. wanted to ask if the new gameplay also comes with new perks or abilites based on the game being slower paced then before
Will this provided a client side hack where players can report to the server that they hit the enemy when they didn't and it will be accepted?
Yall see me?
๐
@analog jewel it's plays perfectly
I forget I'm online all the time cause it just feels that good
Rollback is unrelated to hacks. Even games that use server based match making and netcode like Dead By Daylight still have cheats; its just an unavoidable part of modern gaming sadly
Net code looks amazing but it looks way slower and the characters look absolutely huge
Whew! That's saying a LOT.
That's what rollback feels like; there's a reason its becoming industry standard
follow up question is will there be server downtimes for maintenance update or will you guys implement live maintenances which will allow us to actively play the game
Won't see answers to anything that's not netcode related sadly!

@runic patio @tulip dock hey, sorry to bother you guys but can you clarify about the game's speed? Would it be faster on launch?
That 2v2 video looked so good
Oh, that's great then, because during the beta I had a UK friend who really wanted us to play together, but it felt like hell for the one who wasn't hosting with how bad the latency was and how many sudden or missed hits happened.
+1 this looked slower than anything during open beta
well garnet look fat
She was always a pretty big character it didn't look like too huge a change to me
Yeah. I would like to know if it's just for the video to show the characters and moves better
But its been a while maybe i forgor
i played her a lot and she is really bigger in the video but we'll see at the release
So has this games new netcode been tested in Oceania ? If so how is it looking ?
so wait, is multiversus still using servers, or is it now peer to peer
That match coming from conneticut to mexico is insane.
Will we be able to see if our opponent is on wired or wifi? That would be huge
Why? Just so u can prepare for lag?
What is this channel for?
Ok but like will they be prepped for the influx of people coming back? It probably wonโt be as much but it will be a lot.
Like server wise
But is it better?
I saw the videos
And it looks cool
Yeah according to the people that have played with it it's a lot better than what we had in beta
Iโd prefer to know and tbh would prefer to play against wired connection only. And this isnโt anything new for fighting games
Week 1 of a new game launch: wow this netcode is great
Week 2: this is the worst online I've ever seen
Something something tekken 8
I hope it really was solved, here in South America/Central America the lag made it totally unplayable
I was able to complete the Halloween quests at the time but the lag just made it a pretty lousy experience.
Hey @tulip dock and @runic patio or pfg, have you or pfg tried the netcode connection on all the server regions or only in some?
Iโm in the Middle East and when the game reached its peak player count and any time after I would lag every game and I would be teleporting with some input delay so I hope itโs good and I can join tournaments in na and eu
Yesss I need to see EU to NA
No
I wonder how much stress the netcode could handle from all the returning players
I donโt think many people are coming back
Majority of people have forgotten the game
The only people that remember are the people in this server
Unfortunate
And even then, only a percentage care
They let it die itโs their own fault
Warner bros loves wasting money
Desyncing/hitbox swallowing is still there. What worries me more is no change to hitbox placements AT ALL and hitbox size issues are STILL here. 530 days in the works and we still get a but load of issues.
Not to mention they are the same issues that made all those millions of people quit ๐
have yall done any tests for if it can handle the increased player count?
Obviously not
Only way to really test is with people playing
bro do u think i'm asking u ๐ this is the chat the devs read i'm seeing if they have the answer and/or can say it
Which is why this desyncing issues worries me as it will get worse on load.
I'm telling you they can't do it. The way you can do it artificially is collecting samples of real players I.e. their inputs make many bots doing those inputs and simulate it correctly while looking at data packets. The reason why they can't do this is because there is no one playing and they didn't do it when the game was online.
There are crude ways of checking when it will break but not how it impacts the player. Which I assume you are asking.
I obviously don't know netcode extremely well and I am super excited for the cross region and hotel wifi still being an amazing experience. With that said, will this still feel the same with thousands of players all on at once? This is the only thing on my mind that could be worrisome. Everything else is mind blowing! Thank you for sharing and talking about this amazing netcode!
this is new netcode
these are developers. they've literally played it for hours on end testing cross region locations. even shows the footage on their new twitter post if you didn't see it
We wont get thousands of players. Multiversus will fall down the same set of steps nasb2 did
i've always seen footage of players going at it without issues in the past
playing someone cross country? no, no you haven't. they show the netcode with 150 ping and how good it is. did you watch it?
not angry at all. Just asking questions. There has never been a good experience in the game with a 150 ping match.
You don't know what I have watched and haven't, so I can only assume you are angry. Ofc I have seen footage of people playing cross country thousands of years ago.
we could never check the exact ping in the past but it used to be yellow and sometimes red. Can't compare with actual numbers. You can estimate tho.
after that it was green with occasional hiccups
Point being, you can't really "see" the difference. You have to feel it.
what even is nasb2
i don't think it's comparable
Although I agree. Better netcode doesn't guarantee a good experience
smash bros has better more likable characters overall. A true multiversus should have more universes in it.
to outcompete smash
in that sense, yeah, it's exactly like nasb2
that gameplay looked really slow yall can NOT launch the game in that state
๐ฉ
that's what I was afraid of
Multiversus sold over 5mil copies of the founders pack in 15days. It's a bit different than NASB2
One thing I wonder is how will the net code be when we have thousands of people on the servers at once
how will the netcode be when they mess around with the code to make the character sizes normal again
I mean was that an issue in the past flip?
and by that I mean, the ping issues weren't because of player load as far as I understand
No it isnr
Wasn't just ping. It would eat/lose packets so when a hit should happen it wouldn't. It would also desync
It was worse under load however issues stayed even when 50 of us wore on at a time
We also saw desyncing now and calling it first class is a fing joke as first class is similar to tekken where you can play people cross CONTINENT and only lose 4 frames. What they have is better however not something one should boast about in 2024
In other words this is STANDARD 1st class implies ABOVE standard, which it doesn't even reach with 4 people playing so God fing help us when this releases.
what is bro yapping about
- We saw desyncing in the new 2v2 fight
- We had the issue since the beginning
- PFG called it 1st class netcode
- PFG boasts about it being this good cross country
- Actual 1st class net code is better on cross CONTINENT than their cross country
they said it was that good cross continent
where was the desyncing in the new vid, you mean the batman hitbox?
Why not show cross continent and boast about it even more as that distance is about 8 times greater than what they showed us now
Finns punch going through both Batman and WW and not hitting
Batman has a hitbox on his head that hasn't been fixed in 530 days that's a different issue
netcode looked fine in the vid even if the quality was so bad you had to squint to be able to make it out
Netcode is better than what we had? Yes.
Netcode is 1st class? No that is another lie.
Netcode is just as good cross continent? No it is not. That is yet another lie.
are u really expecting no issues at all with 150 ping? maybe just fix ur own connection at that point
Is it good when 4 people are on a server? It is decent. But if we have that desync and that ping on that distance it will be quite bad especially in Asia. Aka the biggest market.
Which is in a way fine this is the standard, but boasting about hitting the industry standard is sad and than lieing it is something special is even more sad.
where did they say that
X
was it the recent 2v2 vid?
"Player1st"Game"s" posted it
"Our team was determined to give you A TRUE FIRST-CLASS online experience"
Hey guys was the gameplay slow in the trailer, does anybody know
transparency is key
slow?
It seemed as if the hitstun was longer if thats what you mean
but its been a minute
No like they slowed down the video of the gameplay
doubtful, i'd be surprised if it was an easy to configure thing, timer went normal speed.... i suspect they slowed down game play cause 2v2 can get crazy
I just hope that the speed is still the same
turning down simulation speed wouldn't be hard
Yah that makes sense
one last chance at glory and they actin like this
One message removed from a suspended account.
Hey all, I'm Charlie, a technical director on the project. I can talk about the netcode a bit more. Would love to answer questions on it. Will start with some of the common ones I'm seeing
How does our version of rollback play?
Rollback netcode is a pretty known quantity within fighting games. If you're unfamiliar with it, there is a great video from Hold Back to Block talking with Adam Keits (https://www.youtube.com/watch?v=1RI5scXYhK0) that talks about the basics. Most fighting games use it so we felt pretty confident in it's ability to hold up. I've worked on Rising Thunder and Project L (2XKO), so I've been around the block or two with GGPO and fighting game networking, and we've implemented something a bit different, utilizing a server that can act as an authority so that we can better protect against players who have poor connections.
How does it play cross continent?
Really great, I'm not going to say perfect, we still have to abide by the laws of physics and how fast information can physcially travel, but we've built systems to best balance play experience with rollback experience. We'll continue to tweak and improve it, but as some of the QA folks can attest to, I think it is already in a really stable spot. I've done networking for a couple fighting games at this point and it is some of the best feeling online play you will have. Again, it will always be subjective and there will be outliers, but can't wait for you all to try it for yourself!
How does it do in 2v2?
Any rollback based game is going to have artifacts that you can pause a video of the game and point out, again laws of physics here keep us from exactly reproducing playing next to someone on the couch, but we do limit the effect that individuals can have on the overall experience. This was really important for us, as rollback games can get quite messy as you go beyond 1v1 due to the number of possible mis-predicted inputs going from 1 to 3. Having a system that was server authoritative for rollback means we can proceed without someone if their dragging down the experience for everyone else. If their conditions improve, great, but otherwise we make sure just they are having a bad time. It holds up really well, and again something you'll have to experience for yourself and I can't wait till y'all do!
How will it hold up to servers full of people?
Scaling infrastructure is hard no matter what genre of game you work on, and we have a lot of you that are excited to play Multiversus again so we are planning and working as hard as we can to make sure this isn't an issue. As far as the netcode is concerned, every game will be on its own instance so your experience won't be impacted by the number of people playing at any given time. If we've given you a game to play, we've reserved capacity for you.
Let's go Charlie ๐ฅ
Charlie 
is there really anything more to discuss? you already nailed all the points netcode related
this video is short and explains everything about rollback networking and ggpo if someone is curious https://www.youtube.com/watch?v=7yVrUcav6DI
it stills amaze me how ggpo is open source
I have question to ask.
Did you guys test this with All ISPs on both wired and wireless connections.
Not everyone has the same internet speed and some ISP are objectively worse then others.
I would assume that most of the testers have a high speed wired connection but most people don't
Did you guys test this with All ISPs on both wired and wireless connections.
Definetly not all of them. Like you allude to, there are a lot of them, but we do have team members around the world (Australia, UK, Eastern & Western Europe, Canada, US, Mexico, South America) so we've tested with a lot of different network situations, wired and wireless. Also, our network traffic is pretty light, in fact lighter than it was in the beta, so that should help with slower connections. I also talked a bit about how our netcode will not let an individual ruin the service for the others in the game. So either side you are on, we are trying to get you the best experience we can, but yeah, there are a lot of variables when talking about connections on the internet so I'm sure there will be something that surprises us ๐
What will happen if a player gets disconnected before the match begins or after the match has started?
Before it would return all players to the main menu, Occasionally it would force players to restart the game entirely just to try to play online. Will this happen here too? has it been fixed?
The netcode looks pristine and I can't wait to try it out. Awesome job.
๐
What will happen if a player gets disconnected before the match begins or after the match has started?
We're getting a bit out of the realm of netcode specifically (as we talk about it is classified that as the interactions that happen during gameplay), so we'll likely have more to say about our meta systems along with pre-match, leaver penalties, etc. later. As far as our server is concerned though it will know when players have completely disconnected and since we are not peer-to-peer we can gracefully handle those situations along with knowing who were the player(s) that disconnected.
Before it would return all players to the main menu, Occasionally it would force players to restart the game entirely just to try to play online. Will this happen here too? has it been fixed?
As far as bugs like this go, I won't be so brash as to say we will have a completely bug free game, so we'll address issues we find, but it is hard for me to promise there won't be occasional (especially depending on your definition of occasional) issues where you may have to restart the game. Broadly our strategy where there are issues like this is we try to handle them gracefully and get you back into doing what you want in the game as quickly as possible.
Hey welcome in Casmir! Nice to get more feedback about this all. Understating it saying how exciting this all is to have MVS returning in all it's glory.
I think the gameplay footage brought more questions than answers, especially since it looks like there might have been some serious changes to the game, but it's hard to tell. Though of course, too early to answer those burning questions. ๐
My question is- sometimes, before, rollback netcode would freak out and throw you into the abyss. Happened a lot more than just a couple times, I think everyone that played often had it happen here and there.
With the new system, is that something that's fixable? Or is that just something that has a rare chance of happening no matter what, where the predictions yeet you off stage?
This question probably got asked earlier and I'm not sure if you guys can't comment on this, but is the slower pace we saw in the 2v2 match directly connected to making the netcode work as well as possible? Or could the speed get tweaked to be closer to how it was during Open Beta without messing with the netcode in any major way?
With the new system, is that something that's fixable? Or is that just something that has a rare chance of happening no matter what, where the predictions yeet you off stage?
Who doesn't love a good yeet off the stage!? More seriously, mis-predictions could yeet you off the stage, but ones of that magnitude would be quite rare, generally either to do with extremely unstable network performance or a large enough lag spike (blip) that you drop enough packets before coming back that the state of the game would need to correct. If you blip long enough, you'd be disconnected, so the state after that would be off before we are able to get you out of the game. Now, with all that being said, our netcode is much different than it was in the beta. We no longer rely on authoritative state from a server, so the state you see is going to be closer to the real thing, more often and at higher pings than it was in the past. Better does not mean perfect, the internet is a fickle beast, so I can't guarantee you'll never see weird shit, but I can pretty confidently say you'll see a lot less weird shit at comparable connection qualities.
That sounds a lot better then! Quite excited to play! Ye ol' yeets be gone xD
I've had some pretty funny ones. Netcode working at better ping and lesser connection qualities being a lot more playable will open up the doors to online play for even more people, hopefully!
This question probably got asked earlier and I'm not sure if you guys can't comment on this, but is the slower pace we saw in the 2v2 match directly connected to making the netcode work as well as possible? Or could the speed get tweaked to be closer to how it was during Open Beta without messing with the netcode in any major way?
The shadowy figure standing behind me is shaking their head no. I'm definitely not the one to comment on it either way, I write code (or more often now adays help others write code) make game go brrr. As it pertains to netcode, it can easily be tested and tweaked to better support a wide range of gameplay variation. I don't see anything major needing to change for it to support all manner of gameplay. As far as things that can make rollback fall apart speed itself isn't as big of a factor as uncommitted actions. I could (and have) give a 60 minute lecture on it though and there are rollback related videos that you can binge if you are reallycuriousnerdy
Netcode working at better ping and lesser connection qualities being a lot more playable will open up the doors to online play for even more people,
One of the major reasons we invested so heavily here!
The shadowy figure might want to get a move on putting a response together because 90% of the feedback on your netcode post on X is not about the netcode but about the gameplay being slow
Which is inconvenient when you'd like to hear people talk about... the great netcode.
๐ฃ๏ธ
Yeah, sorry was just a bit of humor that didn't land
. Totally understand how you feel. I came into this chat to answer questions and talk about the netcode in particular, so sorry I can't answer your other questions. Hopefully shedding a bit more light beyond the netcode blog post was useful for y'all!
Oh you shouldn't have to apologise at all, my comment was also very tongue in cheek haha.
I can imagine the frustration as well, you've done some incredible work but thanks to a 30 second clip the focus is almost entirely elsewhere
Hey Casmir! I was curious, if the game overall performance, and smoothness, would feel better with this new and improved netcode?
As a person who have had different kind of issues through the alpha, closed beta, and also when the game was public to everyone, did I have performance issues, on multiple high end gaming computere, who both had the same issues in common, and the issues wasnโt fixable. I have taken videos of it, if you want to see: https://youtu.be/6YaErGmrpB4?si=UzyvewzW6yjF9r99
Video 2 This video can be a bit loud, and sorry in advance for the stuff said in the video, it was my friend ( This was earlier than the other one): https://youtu.be/SlL0t_xxPIA?si=nITKdoOzxqJj1mhT
In the videos there was delay on everything I clicked, and as you can see, people was teleporting a bit around, and the overall performance was just not great. It didnโt feel clean, as it did the closed beta before open beta.
I donโt know if the capped fps at 60 also hard a part in it, but I usually can feel the slightest performance issues, and some of these issues was unplayable for me, it made me not want to play, because it just felt like a mess, who was out of my control.
And second but last question!
In the future, would there be any odds of having a higher fps cap than 60? If so, would the new netcode, be able to work with it?
I forgot to mention that iโm from EU, Denmark, and my ping shouldnโt be a problem, causing the issues. It was out of my hands, I tried everything to fix it๐
I'm looking to host events for the game once the game comes back out, and was wondering if youd be able to speak on if there's any in-game way to see what/who the source of lag is now. Would love to not have to rely on third-party sites anymore for connection tests lol
There were some times where my character would kinda lag when I tried to jump back to the stage and it felt like I was being sucked out of the stage, does the new netcode fix this?
Shadowy Figure?? Like the OK K.O.! character??
/s
shadowy figure, like mr. tony h. standing in the darkness with a glimmer in his glasses and an evil aura about him
So it looks like you guys should have started the announcements with something other than net code. Or waited for a more put together game. To many issues or changes to core play over shadow the work on netcode. And then can't answer anything but netcode. Why so slow?
i have a question for brother (if he shows back up lol): in a high ping situation where a client has simulated hitting an opponent and the opponent has simulated dodging it on the exact same frame how is it decided which action takes priority and is ultimately committed to the timeline in which we exist
Is Netcode and Engine transferring Graphic polishing the thing that took up most development time compared to everything else?
I noticed not even the concept art stages were complete
Shadowy figure really just saying "Don't tell them the game wasn't slowed and it's all just physics changes that make it look slower paced"
(if he shows back up lol)
Was just sleeping. Will look to answer more questions while I'm waiting for compiles throughout the day
My main concern about the netcode preview and structure is how it deals with ordering of players, and priority:
- How does a game handle very unstable connections with a RPS situation?
- Does the server netcode "round trip" between everyone, or is it a proper relay that just handles timings and middlemanning a P2P connection?
- Will I be able to limit my matchmaking search to connection quality?
I was curious, if the game overall performance, and smoothness, would feel better with this new and improved netcode?
We are very focused on performance as it is critical to getting a rollback game feeling good. Enough of the infrastructure has changed that it is hard for us to do an apples to oranges comparison between the two (and it probably wouldn't be useful due to the differences), but making sure a wide array of hardware can play is important for us. Similar to an above answer, with comparable network conditions we are confident the game will play much better. The network conditions the new netcode can handle are higher, but it will still have its limitations at its new extremes (really high ping, packet loss, dropped packets, etc.).
In the future, would there be any odds of having a higher fps cap than 60? If so, would the new netcode, be able to work with it?
The netcode itself runs at 60fps (~16.67ms per frame) for how it handles gameplay since that is important to how the game works and functions fairly across all the players in the game (just a requirement for multiplayer games to play properly and fairly). The game itself can be uncapped though, the two systems are independent.
Does this netcode mean new character sizes will be possible? Like, will characters like Steven and Gizmo be made bigger and will hitboxes be adjusted?
Yeah was wondering if those trailer sizes would be final
okay thank you a lot for your response ๐ !!
I want to let you know that, I have a really stable internet and ping and such, and I also had back then, when I had the issues back in the beta and alpha.
But as I can imagine, might it feel better now with the new updated netcode.
I hope for the best, because its impossible for me to fix the issues on my own. Its not on my end, because every single thing I tried to fix it, made no change, and it was on multiple high end computers, but as there was server issues back then, can I hope for a better experience this time ๐ โค๏ธ
I'm guessing there will be no uncapping fps though as that can lead to unfair advantages in a fighting game
It doesn't have to be uncapped either, it could be 120 fps, or 144 - like slowly modern consoles and such, will be the standard at 120+ fps and then 60 fps will feel outdated.
It already kinda starts to be like that if you ask me. Not everyone can have 144 fps of course, but like, it slowly getting there, and everyone I know, has at minimum 144 hertz monitor, and a decent computer who would easily be able to run multiversus on 144 hertz.
I know my friends isn't considered everyone, but if I would go out and buy a gaming pc, a cheap one, it would be much better than if I bought a gaming pc to the same price 5-10 years ago.
It doesn't even have to be a gaming pc - standard computers also gets updated through the years
The issue here is that not everyone has machines that can run the game at 120+ fps.
It's better having the game more accessible for all, instead of punishing those that can't afford a better machine.
And idk if some consoles can run it at high fps
Yes that makes totally sense, and it should also be like that! I was also more likely to think about in the future ๐ !
And as I can imagine, its about the majority, and the average aswell. Its about giving the majority the best experience, and fairness.
Could be nice with higher fps in the future, if it gets normal for people to have that ๐
If im not mistaken the ps5 runs at like 120 fps or something. idk the exact fps, but like, the new generation of consoles starts to be higher than 60 fps. But thats also the newest consoles, which I doubt the majority owns
I'm looking to host events for the game once the game comes back out, and was wondering if youd be able to speak on if there's any in-game way to see what/who the source of lag is now. Would love to not have to rely on third-party sites anymore for connection tests lol
This one is difficult. We do connection quality tests, but past performance is not directly tied to future performance since there are a lot of things when communicating on the internet that can change at any time, an ISP node goes down or is busy and now your ping jumps by 20 because it has to take a different route for example. We set our own limits for normal matchmaking, but likely won't for custom games to allow you to play with whoever you want (opt-in). It is probably something we could do for sure though, not committed to anything for launch, but we'll probably never be as good as those third-party sites just because they specialize in deep connection testing. As far as in game is concerned, that player won't have impact on the others playing the game other than mostly going off predicted input. Glad to have the feedback, would be curious what the feature set that would work best for you here or what you envision it looking like!
There were some times where my character would kinda lag when I tried to jump back to the stage and it felt like I was being sucked out of the stage, does the new netcode fix this?
This is a pretty specific case to a very large problem space so hard to speak with absolute confidence (and again, apple to oranges, old to new, comparison is difficult here), but I can say with relative confidence that unless there was a player or object interaction that caused us to resimulate your character in a previous position this wouldn't happen. The way the old netcode worked is it would stomp your local view with the server view of the world so it was very possible if it disagreed with you in any way that it might look like what you are describing. The new netcode the simulation you are seeing is more true to the state of the game because everyone has to agree, but can still be impacted by the input of other players coming in later. So a situation like this would need an interaction that was saying something different happened and for most normal network conditions would not be large deltas. The videos we released show some of these prediction lines in real-time.
okay thank you a lot for your response ๐ !!
Of course, I love talking about this stuff!
in a high ping situation where a client has simulated hitting an opponent and the opponent has simulated dodging it on the exact same frame how is it decided which action takes priority and is ultimately committed to the timeline in which we exist
Great question! Really gets at the fundamentals of rollback netcode. So we consider each player at a specific time (generally we speak about them in frames) in the game, and unlike peer-to-peer fighting games, our server is the final arbiter on time, so we have authoritative control as far as time is concerned. So it would all come back to on what frame those activated abilities actually occur over looking like the did occur originally. So if the dodge active frames were actually there before the original hit occured, you'd see a rollback to a dodge. If the hit was active before the dodge, nothing would change and you'd still hit the opponent.
Regarding this:
Since everything is depending on the server as the arbiter, will the game sometimes be slower at updating whats happending, when I press my buttons at my keyboard or controller? Like will stuff feel delayed, or will it be really really fast with updating, and will not feel delayed and slow ๐?
I donโt know if my question makes sense๐
What I'd envision is something that can run a connection to a selectable server to track and print things like ping, dropped packets, and other general connection stats. Ideally displaying player name, server connected to, date/time and platform to be sure that players could provide a screenshot to TOs without the possibility of players using other player's connection tests.
In the past, we used the bufferbloat and internet speed test on Waveform .com for reference
Character seems slow
Is Netcode and Engine transferring Graphic polishing the thing that took up most development time compared to everything else?
The netcode especially was a very important initiative for us and was a large effort. It is one of those things that fades into the background if it is working great, and can be experience ruining if it is working poorly. So we are trying to make it as much as possible something you don't even notice. Rewriting from the ground up for a deterministic rollback system was (is) a large effort without getting into comparison statements. We have an amazing team working on it who has done similar systems before so we've been able to move quickly.
I havenโt seen anyone officially ask that I can see in the search - has the team addressed any of the buzz about gameplay slowness in the netcode videos posted today?
My main concern about the netcode preview and structure is how it deals with ordering of players, and priority:
How does a game handle very unstable connections with a RPS situation?
I'd point to the above response for the "in a high ping situation..." as I think it talks about the situation you're asking about here. The netcode only deals with the first part before gameplay rules take over.
Does the server netcode "round trip" between everyone, or is it a proper relay that just handles timings and middlemanning a P2P connection?
It depends a bit on your definition of "round trip." Information always has to make it from a player to all over players and vice-versa. If I understand the heart of what I think the question is it operates like a relay, there are no p2p connections. The server will repackage information to best ensure timely and efficient delivery.
Will I be able to limit my matchmaking search to connection quality?
Everything is still subject to change, but atm we will be setting the limits for our matchmaking. @runic patio and @tulip dock can probably attest to the fact that the game plays well across great distances, so we will be working to best balance great matches with connections that meet what we think our netcode can handle.
Lots of great questions everyone! Still trying to work through them as they've come in 
Appreciate the responses โค๏ธ
Does this netcode mean new character sizes will be possible? Like, will characters like Steven and Gizmo be made bigger and will hitboxes be adjusted?
We already have a pretty wide variety of character sizes. The new netcode doesn't make that particularly easier/harder or different, a lot of that comes down to gameplay design.
I hope for the best, because its impossible for me to fix the issues on my own. Its not on my end, because every single thing I tried to fix it, made no change, and it was on multiple high end computers, but as there was server issues back then, can I hope for a better experience this time ๐ โค๏ธ
There are a lot of modern fighting games with pretty good netcode now-adays so if you can play those well I can be pretty confident ours will be on par if not better. Look forward to seeing you at launch!
Can confirm that I never feel any instances of lag while playing against NAKAT in Mexico or some devs in Europe
It feels like I'm playing offline locally every single day.
I'm guessing there will be no uncapping fps though as that can lead to unfair advantages in a fighting game
There are perhaps 2 different definitions of FPS (frames per second) which makes it a bit overload, frames per second as the simulation (how the game plays) runs which is always done at 60 for competitive and fairness reasons. As far as rendering (drawing the actual pixels to your monitor) is concerned though, uncapped FPS is no problem. It doesn't convey a gameplay benefit to run at an uncapped frame rate though.
very happy with what i've seen/read regarding the netcode, looking forward to seeing it in action on release 
thank you for sharing all this information
Is the new low speed gameplay (from recent gameplay) due to prioritizing netcode stability?
capped fps input lag ๐คค
they literally said above that fps is not capped
Not sure if this is exactly a netcode question, but during the beta, we saw issues with finding exploits and such to join other players ' lobbies by force. Has there been a lot of work towards making sure those cant be accessed through any sort of information grabbing from the server, or other players?
from the sounds of it input lag is still being introduced by the server to sync it
Shaggy mains are dying to know,
is a hotdog a taco or sandwich?
the tickrate is capped, not input
perhaps
perhaps indeed, i would reconmend you read into tickrates and why games use them
i recommend you read my 10,000 word essay on why you and i would make the perfect couple
rizz
That isn't how it sounds to me at all: the server is still the authority on what happened, each client is just guessing what's happening at all times. When that guess is wrong, the server tells the client "hey actually bud" and the client corrects itself. You don't get restricted on your input delay, but anything that differs (should be like <5 frames of server-authoritative time) will be corrected, assuming all clients are playing nicely.
I'm still weary of server based but I don't see how it would work otherwise either, true p2p is hard and 4-way p2p is even worse
Search up "Cube Rule of Food" for your answer
Not sure if this is exactly a netcode question, but during the beta, we saw issues with finding exploits and such to join other players ' lobbies by force. Has there been a lot of work towards making sure those cant be accessed through any sort of information grabbing from the server, or other players?
Not exactly netcode, but I find it important to address and say protecting players is important to us. We have hardened many aspects of the game and will continue to make improvements up to and continuing once we are live. Lot of smart developers looking at these things from a lot of angles.
Lots of questions on in the area of fps/input lag, going to try to address some of the misconceptions and some of the realities of how our (and many other games) handle this! Fixed simulation is pretty common in games, especially competitive games. We (and I imagine most of you as well) do not want players with higher frame rates getting an advantage over other players just because they can run the game at 120fps instead of 60fps. It is even more important in a deterministic rollback based netcode situation because players must agree on the speed (time between simluation steps) the game will be played.
As input lag is concerned, lag is perhaps a bit of a misnomer for MultiVersus in this context we are talking about specifically, netcode. We have a consistent (fixed) time we do input draw so that your button presses feel the same in all games you play, and that we aren't polling input differently from one game to the next.
That being said, input lag itself can be a thing, but it is based on a lot of different factors. There is a lot that needs to happen between you pressing a button on your controller and the operating system letting us know that a button has been pressed. You can see these variations across games, platforms (consoles, PC, etc.) and hardware (wired, wireless controllers, etc.).
Thanks for clearing that up!
Ping/Net status was displayed in the netcode showcase, will this be an option for players on release?
Having that bar system in the beta is great for a quick glance but does not do anything for transparency on whatโs actually happening to your online game when playing
Lots of terminology with only slight variations (I'm sorry!), but input delay we classify as something else. The game will hold onto and "delay" when it uses the input in order to give it time to travel across the internet. It is the other tool fighting games in particular build can build their entire networking stack around, known as delay-based netcode. Most games being built today are using rollback-based netcode, but there are still games out that that use delay-based. Input delay is still a tool available to rollback games to lessen the amount of rollback you will see in game.
Ping/Net status was displayed in the netcode showcase, will this be an option for players on release?
Good question. I am generally in favor of transparency here, but it has mostly been built as a developer-facing tool at the moment. I don't know if we'll have a player-facing one for launch, but it is something I would like to support!
was he in mexico to test net code or does he live there?
Does the netcode slow down characters being added?
๐ค
Does the netcode slow down characters being added?
Nope! Rebuilding our netcode from the ground up did mean that designers had to become more familiar with new ways of doing things, but they are just different not slower. They've been working in the new systems for awhile now.
would you say that a stable match between someone from the united states and someone from new zealand who both have good internet is plausible with the new netcode? ive got a friend from there who's been wanting to play with me
was nakat only in mexico to test net code?
would you say that a stable match between someone from the united states and someone from new zealand who both have good internet is plausible with the new netcode? ive got a friend from there who's been wanting to play with me
For sure! We routinely play matches between California and the UK. Again, there is still nuance and many variables at play here, especially where it pertains to how rural the connections are, but if you feel like you both have good internet it should definitely be playable. You'll have to test it out and let me know how it goes!
if the netcode is as good as PFG says. I can't actually wait to vs all kinds of people!!! instead of the same 3 people.
here's one for you. Is a tea cake a biscuit or a cake??
๐
Imma be honest, I have no clue what a tea cake is.
it's a biscuit. it has a biscuit base BUT has almost like cake cream in it, similar to twinkie cream
Did the Netcode take a majority portion of development time?
I assume they made many adjustments to the game itself such as new art, engine, new content, adjustments to current characters. Cause if they just did net code by now they probably wouldnโt have been releasing in May.
Also Iโm pretty sure the net code part of this game has a separate team, but correct me if Iโm wrong
Sounds more like a sandwich to me
some is more of a cream others are like a marshmellow centre
more expensive tea cakes are usually cream-filled
Cream sammich
Did the Netcode take a majority portion of development time?
The netcode overhaul was an important part of what we were trying to accomplish with this time between beta and launch. The team working on this is only a portion of the overall team though, so I don't know if I would say majority, but definitely not a small undertaking either. Being able to play MultiVersus online is a fundamental part of the game so making these improvements was a major priority for us.
awesome
o
Thats too political bro
Yo this is a weirdly specific question but do you guys think that the netcode will be good enough to play EU-NA? I was a high ranked Arya in beta and even normally good connections to people I play in other games were unplayable
So I didn't get much practice at all past like 11pm lol
Yes I think they specified the net code will work well for long distance matches. But it will come down to your connection being good to have a playable experience.
There may also be other factors that can determine the playability of a match, but thatโs basically it.
Yo this is a weirdly specific question but do you guys think that the netcode will be good enough to play EU-NA? I was a high ranked Arya in beta and even normally good connections to people I play in other games were unplayable
Domilink has the gist. If your general question is just would we match you against players in NA from the EU, the answer is yes, if we determined you would both be able to maintain an acceptable ping to each other, we would match you EU<->NA. It is a common occurrence we have everyday where developers on the team who live in Europe and NA will match and play against each other.
it is a sandwich, but a taco is also a sandwich
It's a casserole
Does the change from UE4 to UE5 have any direct impact on the netcode? Or are the improvements purely from rewriting the code?
Not related to netcode BUT its is related to the two video on steam about Netcode.
On the top left corner we see, ping, packet loss and the resim frame. AND we also see that the game is running at more that 60fps... Are we gonna be able to run at over 60 fps ? to be honest at least 120 should be the new standard in those type of game because now console can get to 120 also
Always thought fighting games had to run at the same rate (60fps) across all platforms because of the way animation frames are tied to it?
Genuine question but are there still gonna be double hits?!
Like when I played online I would spike on Garnet and it would hit twice doing double damage
Does the change from UE4 to UE5 have any direct impact on the netcode? Or are the improvements purely from rewriting the code?
We don't use any of Unreal networking stack so no real impact from the move to UE5 as far as netcode is concerned
Will the combination of the newer more powerful netcode and RTX graphics require some users to switch to higher performance PCโs to continue to play the game?
Got it, thanks Casmir
On the top left corner we see, ping, packet loss and the resim frame. AND we also see that the game is running at more that 60fps... Are we gonna be able to run at over 60 fps ? to be honest at least 120 should be the new standard in those type of game because now console can get to 120 also
Always thought fighting games had to run at the same rate (60fps) across all platforms because of the way animation frames are tied to it?
So I addressed this a bit above in more detail, but to bring it into one thread. Our simulation always runs at 60fps. This is important to make sure our simulation is always consistent and deterministic and 60fps is a common fighting game standard (and in general, pretty common in games). You will however be able to set your frame rate, specifically how fast the game will render a new frame and display that on your monitor, to whatever you want (unlocked fps). This distinction is simulation fps (60) and render fps (unlocked).
May 28th โ This channel is specifically for discussion about the games Netcode.
Will the netcode fix the massive desync issue this game had where I'd be hit by an attack from the other side of the stage? Or where I'd spawn in and just explode without a reason but apparently my opponent killed me?
Yes thatโs the main fix with this new net code where now with a good enough connection you could wont have to worry about teleporting into the blast zone.
I haven't searched for it recently but Was the gameplay, a netcode problem, a frame problem or just how the game is going to be?
Is there a known absolute minimum ping both or more players must have to play a match or does the new netcode compensate for any ping?
So if i understand. I will be able to run the game at 240fps for render on my pc
Will the netcode be strong enough to support online play from NA to Sub-Saharan Africa?
Will this fix the moves randomly hitting me from eons away
Will the netcode fix the massive desync issue this game had where I'd be hit by an attack from the other side of the stage? Or where I'd spawn in and just explode without a reason but apparently my opponent killed me?
I'm pretty confident to say yes, because we rewrote the netcode to better handle situations where clients disagreed. The old netcode would reconcile differences up to any maximum so it would allow large deltas to happen. Now, caveat time, as with anything on the internet, there are extreme scenarios where even the new netcode may do potentially odd looking things. Rollback does let the state of two players to drift, but the netcode caps this so in most cases it will never drift far. So, yes, the new netcode will handle for much higher extreme cases, but it does have a limit as I've talked about in some of the posts above.
Is there a known absolute minimum ping both or more players must have to play a match or does the new netcode compensate for any ping?
We don't allow players over a certain ping to match with each other, so they must have a certain connection quality for us to connect. The netcode can make higher pings playable, but it still has its limitations.
will we get the option to add input delay to our client to give the server an easier time
To add on to this how does will the match making work if I for example have low ping but Iโm playing with someone who has high ping?
So if i understand. I will be able to run the game at 240fps for render on my pc
Trying not to get too far off-topic for the netcode channel ๐ , but yes, there is nothing netcode wise that will stop you from running at that render rate.
Will the netcode be strong enough to support online play from NA to Sub-Saharan Africa?
I've mentioned it in a lot of posts, but it bears repeating, a lot of the ability to play in these long-distance scenarios will be based on individual connections and many variables out of our control, but there are probably parts of those large areas that will be able to play together. They are both extremely large regions though so I don't think for example you'll be playing Alaska to South Africa anytime soon though.
How does the netcode make up for two different events happening on two different screens? Is everyone teleported back two seconds like this the beta?
Read this
Might be worth putting together an FAQ from this channel tbh
Not a horrible idea, but realistically it wouldn't be any different than people just reading Casmir's responses.
I'll bring this up though.
Out of 100% where u at right now
What is netcode
Just the system that handles internet connections during a match
Will this fix the moves randomly hitting me from eons away
An eon is a measure of time, so I'm extremely confident nothing will hit you 1 billion+ years away. I'm joking, but yes, the major deltas people have referenced and seen in the beta will not happen during legitimate gameplay. Will you still occasionally see stuff that didn't actually happen when you rollback the state of your game? Yeah that is just the nature of rollback netcode, but it will not be near the degree from the beta.
@velvet timber appreciate you keeping at it and answering these questions so consistently ๐
Happy to!
What is netcode
Great question! Probably would've been a good baseline to set for a channel on discussion of netcode to begin with, my bad! We consider netcode to be anything between when you press a button on your client and how that makes its way across the internet to our server and back out to other players in that game. Some of that is under our control, being most of the stuff I can actually speak to here, like how the client sends/receives input and how the server handles/distributes input. There are things on the internet that are out of our control that impact the netcode, such as packet loss (messages never arriving where we want them to) or routing issues, but as it pertains to netcode we do account for these uncertainties, which I can speak to.
๐
why don't you teach me these things at work instead of only sharing them here ๐ญ
y'all don't ask as good of questions obviously
We should make it so that part of the FGC orientation course should be watching Core-A Gaming's video on Rollback Netcode
Yeah, that is a good video. Do recommend!
Pin it to this channel EZ
would prob be helpful if the most common responses were pinned too๐ง
a lot of people asking similar questions
like anyone reads pins...
i do
I do too, but it's kinda like the instruction manual, most don't
23 days
3 weeks
I agree
This reminds me of that Adventure Time short where Princess Bubblegum accidently made a self-multiplying bread virus
The toast stuff i mean
Is part of the scavenger hunt actually to spam an emoji?

We gotta watch the entire Emoji Movie and write a 3 page essay analyzing its various themes and messages.
How old is that movie again?
But yeah, the server's looking more like a Twitch chat or something now.
And now its looking like Arkham Alsume
What is this?
Are we getting Asia servers this time?
so tightly hyped
Is there Asian servers?
There will be
It does
That was like, one of the first things they confirmed about the new netcode.
rifts mode channel when
Not all rollback is good. Tekken 7 had rollback according to the game's producer, and a lot of people complained that it was bad.
unity netcode ๐ฅ
I wonder if Multiversus will have a rollback netcode.
i mean they said they had rollback last time too so
So this is where language fails us a bit as just using the term rollback alone to describe it can be misleading as rollback can be implemented very different game to game. A lot of online games use some form of rolling the game back to a previous state (rollback) in their netcode, for example FPS games, like Overwatch, will rollback state to indicate that you were hit previously when you thought might not have been. As it pertains to fighting games, rollback tends to take a very specific connotation, tied usually to a GGPO-like (https://en.wikipedia.org/wiki/GGPO) rollback implementation, because it has a well earned positive reputation. The beta did have rollback, in that it would correct previous state of the game based on things that happened at a delay, but that was all done on the server. The new netcode, still has the same rollback principal but it takes its influence from GGPO where the rollback is done on the client after when it receives new input from other players. I've worked with GGPO a lot in my career but we did not use GGPO as it was not the right choice for MultiVersus, but our new netcode is much more inspired by it than the beta netcode was. So the tl;dr, we had netcode that performed rollback in the past, and we now have new, better and different rollback netcode, so you are both right!
w response ๐
stuff like this should be pinned
I don't have pinning ability @frail magnet can someone help out here?
Sorry for being late to seeing this Iโll go through these
All the questions that have been answered are now also pinned for easier navigation!
Noice
Dear god I hope
.
Wow this netcode is so amazing!

How much frame delay would be expected between someone from Europe and someone from North America when both players have a wired connection? Thanks in advance!
The game is extremely laggy a lot.
Iโm also experiencing this, a lot of freezing, even in rift mode by myself
Yeah, some crashes for me too.
Honestly the game has been perfectly fine for the most part there's only been one or two instances of major lag for me but I don't know if it's not correlated or what but I would just be in a match and suddenly I'm just sent to the top of the screen and KOed randomly
Mostly lag and getting disconnected
we're rolling
My teammates keep disconnecting and every time jack dose a move that changes him I lag
Your luck I have crossed so many bugs
My luck when it comes to games is insane I don't really experience any major bugs ever
Like mate every second game I use Mortyโs hammer it disconnects the other player
I was playing Jason when it started
When he teleports it lags my game
is 120fps okay? i don't know why my game is in 120fps (pc)
How to check region
Is this where we could get the giveaway codes?
everytime i queue into dexter's lab, it keeps kicking me
Canceling rematch is broken have to wait for timer
Can we just take a moment to appreciate the Devs for the amazing rollback netcode servers im playing on right now. Sure it freezes my game from time to time briefly, but damn are they, alright
where can i escape general chat
lol
Fr though
Does anybody know when servers will be back up?
I got a good 3 hours in before it went down lol
i only was able to play for 10 mins ๐
i was checking out the new menu and stuff it looked cool
at least this chat isnt being spammed
itโs the civilized chat
how long were the servers open for
several hours including console
i just got home and i wanted to check it out and i immediately got kicked out ๐
about 8 hours on console, 2 or so on pc
man the netcode was good but how u forget a leaderboard... no incentive to grind now
i think idk when they went out
felt pretty good imo
i only played the tutorial too
i do prefer the old gui though
i got distracted looking at the shop and pass then i got kicked out
i really liked being fast in the beta idk how ill feel about actual games now
i got to play for like 30 mins against real people and i had no connection or ping issues
im kinda worried ngl
i did get 44 wins with jason though so im happy about that
how wtf
probably kept rematching against a bot bc your first 5 games are always bots
yeah
ohh yea
i was gonna stop once i died once but i never did
are there any tom players here
nvm i found the character threads
??
you cant complain anymore
game suck
weird bot
u cant talk badly about the game
bad game
lmao
this game is awful and they cant let us complain

Are the servers down AGAIN?
Sup
ig im just built different
ye
NOOOOOOO
maintenance now it says
at least now they acknoledged ๐
i feel the game different more slow paced?
Back to Metaball ๐
yup
F in chat for Multiversus
F
F
d
gen chats are so cursed
oh no cooldown
Whatโs netcode exactly?
hi
No cd is insane
same
uh oh
this ant gonna end well
๐บ
hohohohho
sex?
ALL CODES?
Wait so what happened I just got off
Oh no
NOOOOOOOOOO NOT AGAIN
why game down
Server maintenance?
WHEN IS GAMT GON BE IP
Bruh
This gonna blow up
how redeem codes
NOOOO CD??????????????????????????????
Ooookay nvm
anyone have codes?
gg this chat it was fun while it was tame
oph god
๐๏ธ
can u be can u be can u be will u be
bye guys
welp
rip chat
JLFNPRYKHQBKD8HJH7X7
๐ข
GET GYAAAY
?
ok so this is the moderated chat
all codes?
Why is it saying Iโm spamming
i blame the fortnite ui for the spammers
itโll get corrupted
I sent 1 chat
this was just another test see yall in 2025
MODSSS SAVE US
@proud sentinel u talk too much
๐ข
ok kbut why tho
Someone have Banana guard Matrix code?
so were baiting
bro how
the redeem site is broken bro

redeem site died because server down prob
Redeem what? What codes?
all you guys are trash
JLFNPRYKHQBKD8HJH7X7
??
yes
it says i dont own the game
Where do I put codes??
same
glad i got my codes already
redeem site broken because servers are down
y'all chill out
codes won't work rn
nah just skill issue
@violet sandal opinions on can u be
game is spazzing
a
a
a
Oh nah now the game says down for maintenance
FREAKYVERSUS
a
FREAKYVERSUIS
guys wat the sus is going on
Is this because nobody got Banana Guard or
FREAKYVERSUS
no serverversus
better then them acting like there isnt an issue
versusserver
because nobody can play the game
oh
freakyversus
batman down smash is cool
yeah now u get silenced for complaining btw
so when is the imposter getting added
they shouldve done the wave system for pc too
insane collab
Okay well DUH that's not what I was asking
What
dont check gen 1
amongus
Hello chat.
LOL is true
wtf dont bring people in here

why ppl just spamming
oh god
lol
1
ok
Omg
1
yo
โฆ
oh lord
gg this chat
Omg omg omg omg
I am not spamming!
blakcxs
1
'
What
this is not good
Oh god
cooked
oh no
excellent launch tomy

CHAT WHEN IS SERVERS BACK
what have you done
when did this chat come to be..?
And it's done โน๏ธ

dawg i said a sentence๐ญ
๐ฃ ๐ ๐ค
๐ฃ ๐ ๐ค
๐ฃ ๐ ๐ค
๐ฃ ๐ ๐ค
๐ฃ ๐ ๐ค
๐ฃ ๐ ๐ค
What is people's problem
modern art
BRING SEEVERS BACK!!!!
DUDE WHAT WAS TAHT

north going crazy
:/
BRING SERVERS BACK!!!!
north got banned
Why are you like this
im sorry everyone
GUYS ADD DIDDY
someone find a safe place
It really isnt.
bro wtf the cnew code does not work
We wont tolerate racism here
skibidi
why is this not going to plan
AMONG US
codes dont work servers dead
I wanna be, where the people are
THANK YOU๐๐๐
You good bruh
You gotta be a jit to think this is funny lmao
I wanna see, wanna see them dancing
sigma
Ppl be hype ngl
This bot sucks ngl
good boy
skibidi
you good bro
ohio gyat
Literally trying to ask a basic question
Skibidiversus๐ซฆ
What in the world
I enjoy my dicc goin down ya moms throat
its on a rampage
Stupid spammers
these mods are newb moderators
THAT'S SPAM BUT THE AMOGUS ISN'T??
Funny
Wth
.
A M O O G O O S E
this bot is john wick i swear
you need to pay more attention
kill streak fr
they made a char limit fr id fix this in a sec
Werent you spamming 2 minutes ago
ay
not long till slowmodes here
someone send me the amongus ascii
Idk anymore
How was I spamming?
Maintenanceversus๐๐
It's all fill like a battlefield
The bot can't handle long messages
So, is this where CODES get posted?
announcement finally
even though ASCII works fine somehow
Ok what is wrong with you
Report your existence to god
this is based
Bro when server up
@broken ferry stop
Totally๐ค
Multiversus: @rough bramble No spamming.
No spamming.
Multiversus
I WANT TO SPEAK TO THE PEOPLE PICCALO

WHAT
jesus christ

Welp I saw someone trying to reply to someone
WDYM SPAMMING
MultiverSUS

THEY ARE DELETING NO SPAMMING MESSAGES HELP
You sound lonely
i got told to not insult mods LOL
Oh yeah this is definitely launch day
We good now?
THEY need to lock the server
lol
MODS!!!!
Well thats not true
Fr๐
they donโt. and they wonโt
MULTIVERSUS PUT YO GAME UP CUH
MULTIVERSUS PUT YO GAME UP CUH
MULTIVERSUS PUT YO GAME UP CUH
MULTIVERSUS PUT YO GAME UP CUH
MULTIVERSUS PUT YO GAME UP CUH
using more than 30 characters is spa,
MULTIVERSUS PUT YO GAME UP CUH
MULTIVERSUS PUT YO GAME UP CUH
MULTIVERSUS PUT YO GAME UP CUH
WHEN UP
bro just called an exicution
MULTIVERSUS PUT YO GAME UP CUH
MULTIVERSUS PUT YO GAME UP CUH
MULTIVERSUS PUT YO GAME UP CUH
MULTIVERSUS PUT YO GAME UP CUH
MULTIVERSUS PUT YO GAME UP CUH
Wsp thugga buggas
MULTIVERSUS PUT YO GAME UP CUH
LOSING PLAYERS BY THE SECOUND
FIX THE GAME

