#netcode-chat

1 messages ยท Page 1 of 1 (latest)

tidal palm
#

First ๐Ÿ’€

#

yo a whole channel for netcode is crazy

runic patio
#

Congrats on being first ๐Ÿ†

tidal palm
#

First Message

#

(didin't specify)

runic patio
#

๐Ÿ˜ฎ

tidal palm
#

aye mods while you're at it wanna add some emojis as well?? we're starving over here

digital tiger
#

What? ๐Ÿ˜ญ

#

Is this like a parsec channel till the game drops

vapid fjord
#

Yeah what kind of discussion should we expect to happen in here? "code is good" "no bad" "okay"

digital tiger
#

Idk but netcode getting a chat makes me hopeful

frail magnet
#

Keep your eyes on Twitter!! ๐Ÿ‘€

vapid fjord
#

x*

digital tiger
#

Oh god this is gonna be hype

vocal cedar
#

What is this channel for ?

clever mesa
#

Huge?

tidal palm
#

hi I like pineapples

digital tiger
#

Definitely a top 3 fruit

jovial ember
#

RAWR

next arrow
worldly spruce
#

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

molten bone
#

PFG โค๏ธ

remote yew
#

Very happy to see the changes

Can you guys talk about why the characters are so big yet

zealous stump
#

What are you guys using for server hosting?

tulip dock
#

Hello

next arrow
#

Pineapples are good too tho

atomic ruin
next arrow
#

Perhaps even on... pizza

prisma haven
#

does shaggy look huge in that video or am i on crack

tidal palm
zealous stump
#

Yo whats up Nakat, hope youve been good

tulip dock
#

Hope you've been good as well

#

Let's chat about this netcode everyone

safe apex
#

The netcode looks mad good icl so congrats there!

next arrow
#

Whats your favorite fruit Nakat?

errant dove
#

Damn i just started playing overwatch 2 and they announce multiversus return

tulip dock
#

I can't say I can answer EVERYTHING

blissful gyro
#

Yooo!

tulip dock
#

But I can answer as much as I can haha

tulip dock
blissful gyro
safe apex
#

My only complaint is that the characters on Trophy's Edge still seem big in some instances

true parrot
#

h

next arrow
tulip dock
prisma haven
tidal palm
tulip dock
zealous stump
#

Rough estimate, how many man hours went into reworking the netcode

tulip dock
#

Ngl

next arrow
#

๐ŸŽ

tidal palm
#

some good 'ol pickled mangoes

#

or even itself

prisma haven
#

i like pears

#

underrated

tidal palm
#

what would be a difference from the old netcode to the new one????? from what you guys have tested

signal musk
#

Yooo nakat! My goat

runic patio
analog jewel
#

Ay YO!

blissful gyro
# tulip dock YERRRRR

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

analog jewel
#

This looks so much better!

tidal palm
#

embed fail. Laugh at that user

tulip dock
#

That is no longer the case anymore

timid sky
#

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)

analog jewel
#

Also how you been Nakat? The hype!!!

tulip dock
#

To give perspective

blissful gyro
tidal palm
#

No slow time

#

we are free

runic patio
#

@blissful gyro We have played against someone in Europe to the US and it felt great

signal musk
lone ferry
#

is it may 28th yet ๐Ÿฅบ

tulip dock
#

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

tidal palm
atomic ruin
rigid egret
#

this looks real good

analog jewel
tulip dock
#

and is likely the most exciting thing I want everyone to experience

buoyant pelican
#

So would it be safe to say online tournaments could be held with no reigon lock?

timid sky
merry plaza
tulip dock
tidal palm
#

Actual mods and staff here great googily moogily

analog jewel
#

๐Ÿ‘€

worldly spruce
#

Asian servers?

tidal palm
tulip dock
zealous stump
#

How much global testing has been done with the new netcode? Between continents, across oceans, etc?

analog jewel
#

How extreme can ping be with it still functioning well?

tidal palm
#

why does the new gameplay footage look so slow

tidal palm
trail lichen
tulip dock
tidal palm
tidal palm
#

Yo I will ask this until it happens: WHEN WILL THE SERVER GET EMOJIS AND STICKERS

#

these ones stink

tidal palm
zealous stump
#

There's still a good distance. How many rollback frames were there in that instance?

analog jewel
#

@tulip dock what's the maximum ping it can handle so far while still being smooth?

vestal wasp
#

the dodge charge is a W

tidal palm
#

the dodge charge brings me peace

vestal wasp
tulip dock
rigid egret
#

lebron is gonna be more fun with the netcode

low nest
#

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

digital tiger
#

Is the game slowed down in the footage

tulip dock
#

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

digital tiger
#

Or has the game actually been slowed

tidal palm
#

I liked the fast paced gameplay

analog jewel
#

It looks like it's just slowed down footage to showcase the net code function

tidal palm
# tulip dock I am connected via Lan

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

tidal palm
tulip dock
tulip dock
tidal palm
#

maybe another time for the gameplay than

tidal palm
#

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

mint latch
#

I'm so bad at this game I never even noticed lag ๐Ÿ˜ฆ

tulip dock
analog jewel
low nest
#

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?

mortal sundial
#

Nakat I wanna play with you on relaunch ๐Ÿ™

tulip dock
#

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

zealous stump
#

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

graceful cedar
#

yep netcode is peak ngl

analog jewel
#

@uneven kestrel

tulip dock
#

I have been playing for a longgggg time now and have never had a situation where my opponents teleported or lagged

tidal palm
#

ngl hearing "premium" used to describe Multiversus is like using "cold" to describe Arizona

tulip dock
#

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

tidal palm
tulip dock
twin bluff
#

OMG

#

u guys are finally releasing the game so excited

tulip dock
#

That's not to say if someone is playing on a 2G wifi tower there won't be an issue for them LOL

analog jewel
#

And nakat, when the game is back, we need to throw down!

twin bluff
#

if theres a dev here, i wanna hug you ๐Ÿ™

tidal palm
#

of course lol

royal gazelle
#

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)

tulip dock
#

But also keep this in mind. Sometime matches were played from hotel wifi and they went without any issues

#

Which is WILD

twin bluff
#

is there gonna be an early access? ๐Ÿ˜

mortal sundial
#

That is wild

tidal palm
#

yea that's wild

tulip dock
molten bone
#

Netcode looks amazing, can't wait to try it

tulip dock
#

When you guys get your hands on the netcode PLEASE @ me on Twitter and here

twin bluff
#

do i keep all my stuff from before? idk what net code is

tulip dock
#

I want to know your reactions

mortal sundial
#

So I can play prefectly fine from Spain with a friend in the US?

analog jewel
#

Will do!

tulip dock
#

and if anything arises

tidal palm
#

will do

twin bluff
#

oh servers better now?

tulip dock
#

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.

low nest
#

Do you think the new netcode has the potential to become the new gold standard for fighting games?

dapper heath
compact wraith
#

Great showcase of the gameplay and netcode! You all have done great work PFG!

mortal sundial
dapper heath
#

Bet

tulip dock
#

I was/am a player just like you

blissful gyro
#

Will there EVER be a netcode showcase?

tulip dock
tidal palm
analog jewel
#

Isn't that what the videos are?

tulip dock
#

and the blog post helps as well

tulip dock
analog jewel
#

Yeah

next arrow
#

Yea

opal sable
#

is the gameplay slowed

blissful gyro
analog jewel
#

I'm just.... so happy that this game is coming back

#

I've been missing it a lot

tidal palm
# tulip dock Yea

Nakat since you're anwsering netcode questions today, will we get like days where we can ask about other stuff eventually?

glossy ridge
#

Why is there a netcode chat lmao

analog jewel
grizzled lotus
#

This gameplay looks really awesome! Just what confuses me is why are the characters so big? They were fine before in my opinion.

lavish estuary
#

netcode looks good at least

pliant scroll
glossy ridge
#

The characters are too big. They are nearly 50% bigger

analog jewel
tidal palm
#

it's just a preview guys

opal sable
tidal palm
#

the game comes out in 48 days anything could change then

dapper heath
#

I'm just trying to see how gizmo gonna look next to iron giant with the size changes

tidal palm
jaunty raven
#

Thank you for the better netcode, it has been my most wanted feature for the game. Really looking foward to a better experience, YAY

grizzled lotus
#

Ik gameplay is not final, but I personally would prefer if they were shrunken a bit

opal sable
blissful prism
#

please, don't let the game came with this slow speed. Nobody liked it.

Or the video is slowed?

analog jewel
#

They slowed down footage in all of the other showcases from the beta and stuff

analog jewel
#

They probably can't actually say

tidal palm
opal sable
#

idk why they are taking long to respond to a simple question

analog jewel
#

But I'm doubtful it's been slowed gameplay wise

opal sable
tidal palm
#

the speed looks gine in the road to release vidoe or whatever it was called

tulip dock
#

Sorry if I take long sometimes

uneven kestrel
#

@analog jewel

#

hi

tulip dock
#

I am working on more as I am here

#

๐Ÿคฃ

tidal palm
#

it's ok

blissful thistle
analog jewel
#

Yeee

analog jewel
royal gazelle
tulip dock
lavish estuary
analog jewel
#

Our games will be so much smoother...

analog jewel
# opal sable This is related

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.

tidal palm
#

I wonder if we got the ability to do 3 player free for alls now maybe the old netcode didn't allowed it

blissful prism
#

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.

glad shuttle
#

MAN this footage was so fun to watch, good gord I miss MVS and I can't wait for the return!!!

dapper heath
#

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

glad shuttle
dapper heath
#

I don't see any good reason not to tell us if it was slowed down

opal sable
dapper heath
#

^

analog jewel
#

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!

blissful prism
#

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.

low nest
analog jewel
#

Yep

opal sable
#

which is like bruh

analog jewel
#

@runic patio how are you liking the netcode? Worth all the hype Nakat is giving? ๐Ÿ˜„

dapper heath
#

"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

trail lichen
opal sable
#

i donโ€™t know why devs arent answering but whatever

analog jewel
normal wasp
normal wasp
tulip dock
#

๐Ÿคฃ

analog jewel
#

Skill issue

grizzled lotus
#

I love the netcode! PFG did an amazing job on it!

analog jewel
#

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

glad shuttle
#

Ouuugh im so full of yummy netcode

grizzled lotus
#

I wonder how long it took to make this netcode happen?

blissful gyro
#

Is that gameplay they showed, slowed or not?

trail lichen
blissful gyro
#

:((

next arrow
#

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

tidal palm
#

New Netcode looks very clean โ€ผ๏ธ

mortal sundial
#

It looks really promising, thank you devs for the effort

uneven kestrel
grizzled lotus
worldly spruce
#

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

twilit anvil
#

How well does the net code handle very projectile heavy characters like Bugs? There can be a lot of moving projectiles at once

forest ember
#

Tom tennis balls, Bugs rocket and safe, Marvin everything... they can sure be a lot

zealous stump
#

Is there any added input delay or anything to compensate higher pings?

twilit anvil
#

Killer news there! Man, I wanna play soon it soon.

grizzled lotus
#

How does the netcode handle Iron Giant since heโ€™s the biggest character in the game?

forest ember
blissful gyro
quiet sluice
#

Was that final gameplay speed?

tidal palm
blissful gyro
unkempt lake
#

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

icy kiln
#

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?

blissful gyro
#

Yall see me?

icy kiln
runic patio
#

@analog jewel it's plays perfectly
I forget I'm online all the time cause it just feels that good

frigid temple
neat spoke
#

Net code looks amazing but it looks way slower and the characters look absolutely huge

frigid temple
#

That's what rollback feels like; there's a reason its becoming industry standard

tidal palm
analog jewel
#

Won't see answers to anything that's not netcode related sadly!

tepid vault
errant trail
#

@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?

upper dune
#

That 2v2 video looked so good

subtle slate
remote yew
thorny beacon
uncut badge
errant trail
uncut badge
#

But its been a while maybe i forgor

thorny beacon
crude blade
#

So has this games new netcode been tested in Oceania ? If so how is it looking ?

hoary canopy
#

so wait, is multiversus still using servers, or is it now peer to peer

steady anchor
#

That match coming from conneticut to mexico is insane.

potent owl
#

Will we be able to see if our opponent is on wired or wifi? That would be huge

uncut badge
soft canyon
#

What is this channel for?

normal wasp
#

I think netcode

#

can't be sure tho

leaden prawn
#

Ok but like will they be prepped for the influx of people coming back? It probably wonโ€™t be as much but it will be a lot.

#

Like server wise

soft canyon
#

I saw the videos

#

And it looks cool

normal wasp
#

Yeah according to the people that have played with it it's a lot better than what we had in beta

potent owl
limber void
#

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

blissful bane
#

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.

tough mica
#

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?

neat spoke
tacit narwhal
#

Yesss I need to see EU to NA

tidal palm
#

I wonder how much stress the netcode could handle from all the returning players

placid elbow
#

I donโ€™t think many people are coming back

#

Majority of people have forgotten the game

#

The only people that remember are the people in this server

tidal palm
#

Unfortunate

placid elbow
#

And even then, only a percentage care

#

They let it die itโ€™s their own fault

#

Warner bros loves wasting money

viscid quest
#

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 ๐Ÿ’€

primal quartz
#

have yall done any tests for if it can handle the increased player count?

viscid quest
#

Only way to really test is with people playing

primal quartz
#

bro do u think i'm asking u ๐Ÿ’€ this is the chat the devs read i'm seeing if they have the answer and/or can say it

viscid quest
#

Which is why this desyncing issues worries me as it will get worse on load.

viscid quest
# primal quartz bro do u think i'm asking u ๐Ÿ’€ this is the chat the devs read i'm seeing if they...

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.

violet tapir
#

a whole chat for discusing netcode

#

wild

tepid vault
#

๐Ÿ’€

#

ikr

rough lava
#

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!

dim hill
#

this is new netcode

vale plover
#

how do you all know how it plays?

#

is it based on claims or first hand knowledge

rough lava
glossy ridge
#

We wont get thousands of players. Multiversus will fall down the same set of steps nasb2 did

vale plover
rough lava
vale plover
#

i checked a twitter vid my friend sent me

#

no need to get all angry

rough lava
#

not angry at all. Just asking questions. There has never been a good experience in the game with a 150 ping match.

vale plover
#

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.

vale plover
#

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

mystic nacelle
#

that gameplay looked really slow yall can NOT launch the game in that state

royal portal
#

๐Ÿ’ฉ

viscid quest
lean pier
#

One thing I wonder is how will the net code be when we have thousands of people on the servers at once

pearl cedar
#

how will the netcode be when they mess around with the code to make the character sizes normal again

vale plover
#

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

glossy ridge
#

No it isnr

viscid quest
vale plover
#

you mean the crazy teleportation that was going on?

#

yeah that happened often

viscid quest
#

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.

pearl cedar
#

what is bro yapping about

viscid quest
# pearl cedar what is bro yapping about
  1. We saw desyncing in the new 2v2 fight
  2. We had the issue since the beginning
  3. PFG called it 1st class netcode
  4. PFG boasts about it being this good cross country
  5. Actual 1st class net code is better on cross CONTINENT than their cross country
pearl cedar
#

they said it was that good cross continent

viscid quest
#

Cross continent while testing on UK is not the same.

#

And also I press X to doubt

pearl cedar
#

where was the desyncing in the new vid, you mean the batman hitbox?

viscid quest
#

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

viscid quest
#

Batman has a hitbox on his head that hasn't been fixed in 530 days that's a different issue

pearl cedar
#

netcode looked fine in the vid even if the quality was so bad you had to squint to be able to make it out

viscid quest
#

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.

silent cosmos
viscid quest
#

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.

silent cosmos
#

where did they say that

viscid quest
#

X

silent cosmos
#

was it the recent 2v2 vid?

viscid quest
#

"Player1st"Game"s" posted it

#

"Our team was determined to give you A TRUE FIRST-CLASS online experience"

exotic helm
#

Hey guys was the gameplay slow in the trailer, does anybody know

pearl cedar
#

transparency is key

vale plover
#

but its been a minute

exotic helm
#

No like they slowed down the video of the gameplay

vale plover
#

you said gameplay tho

#

no

rancid rock
exotic helm
#

I just hope that the speed is still the same

pearl cedar
#

turning down simulation speed wouldn't be hard

vale plover
#

its probably easy to compare

#

record a vid in the lab

#

or search streamer vids

exotic helm
pearl cedar
#

one last chance at glory and they actin like this

limpid bough
#

One message removed from a suspended account.

velvet timber
#

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.

runic patio
#

Charlie Shocked_Finn

pearl cedar
#

is there really anything more to discuss? you already nailed all the points netcode related

blissful bane
#

it stills amaze me how ggpo is open source

fallen wagon
#

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

velvet timber
#

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 ๐Ÿ˜„

fallen wagon
#

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?

full wren
#

The netcode looks pristine and I can't wait to try it out. Awesome job.

pearl cedar
#

๐Ÿ™‚

velvet timber
#

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.

analog jewel
# velvet timber > What will happen if a player gets disconnected before the match begins or afte...

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. ๐Ÿ˜›

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?

fallow garnet
#

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?

velvet timber
#

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.

analog jewel
#

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!

velvet timber
#

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 really curious nerdy

#

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!

obtuse vigil
#

Which is inconvenient when you'd like to hear people talk about... the great netcode.

pearl cedar
#

๐Ÿ—ฃ๏ธ

velvet timber
#

Yeah, sorry was just a bit of humor that didn't land crying_steven . 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!

obtuse vigil
cobalt robin
#

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 wasnโ€™t 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 didnโ€™t feel clean, as it did the closed beta before open beta.

I donโ€™t 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 iโ€™m from EU, Denmark, and my ping shouldnโ€™t be a problem, causing the issues. It was out of my hands, I tried everything to fix it๐Ÿ˜€

zealous stump
mortal sundial
#

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?

fallow garnet
pearl cedar
#

shadowy figure, like mr. tony h. standing in the darkness with a glimmer in his glasses and an evil aura about him

spice fable
#

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?

pearl cedar
#

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

steady flame
#

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

minor geyser
#

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"

velvet timber
#

(if he shows back up lol)
Was just sleeping. Will look to answer more questions while I'm waiting for compiles throughout the day

minor geyser
#

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?
velvet timber
#

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.

tidal palm
#

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?

leaden prawn
#

Yeah was wondering if those trailer sizes would be final

cobalt robin
cobalt robin
# velvet timber > I was curious, if the game overall performance, and smoothness, would feel bet...

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 ๐Ÿ˜„ โค๏ธ

analog jewel
#

I'm guessing there will be no uncapping fps though as that can lead to unfair advantages in a fighting game

cobalt robin
# analog jewel I'm guessing there will be no uncapping fps though as that can lead to unfair ad...

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

analog jewel
#

And idk if some consoles can run it at high fps

cobalt robin
cobalt robin
velvet timber
#

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!

velvet timber
#

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 ๐Ÿ˜„ !!
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.

cobalt robin
zealous stump
#

In the past, we used the bufferbloat and internet speed test on Waveform .com for reference

soft canyon
#

Character seems slow

velvet timber
#

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.

timid bear
#

I havenโ€™t 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?

velvet timber
#

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 coffee_Jake

minor geyser
#

Appreciate the responses โค๏ธ

velvet timber
#

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 ๐Ÿ˜„ โค๏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!

runic patio
#

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.

velvet timber
#

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.

vast verge
#

very happy with what i've seen/read regarding the netcode, looking forward to seeing it in action on release garnet_excited

#

thank you for sharing all this information

humble grove
#

Is the new low speed gameplay (from recent gameplay) due to prioritizing netcode stability?

pearl cedar
#

capped fps input lag ๐Ÿคค

hexed ginkgo
zealous stump
#

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?

pearl cedar
odd delta
hexed ginkgo
pearl cedar
#

perhaps

hexed ginkgo
#

perhaps indeed, i would reconmend you read into tickrates and why games use them

pearl cedar
#

i recommend you read my 10,000 word essay on why you and i would make the perfect couple

indigo grotto
#

rizz

minor geyser
# pearl cedar from the sounds of it input lag is still being introduced by the server to sync ...

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

next arrow
velvet timber
#

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.).

humble grove
velvet timber
#

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!

sharp fog
steady flame
#

Does the netcode slow down characters being added?

elder field
velvet timber
#

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.

hidden pivot
#

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

sharp fog
velvet timber
#

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!

wise orchid
#

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.

wise orchid
#

๐Ÿ˜‰

next arrow
wise orchid
steady flame
#

Did the Netcode take a majority portion of development time?

leaden prawn
#

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 wouldnโ€™t have been releasing in May.

#

Also Iโ€™m pretty sure the net code part of this game has a separate team, but correct me if Iโ€™m wrong

next arrow
wise orchid
#

more expensive tea cakes are usually cream-filled

next arrow
#

Cream sammich

velvet timber
#

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.

past canyon
#

o

tidal palm
#

Thats too political bro

vague heart
#

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

leaden prawn
#

There may also be other factors that can determine the playability of a match, but thatโ€™s basically it.

velvet timber
#

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.

nocturne sand
pallid sun
#

It's a casserole

viral wing
#

Does the change from UE4 to UE5 have any direct impact on the netcode? Or are the improvements purely from rewriting the code?

restive forge
#

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

viral wing
#

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?

random topaz
#

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

velvet timber
#

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

steady flame
#

Will the combination of the newer more powerful netcode and RTX graphics require some users to switch to higher performance PCโ€™s to continue to play the game?

viral wing
#

Got it, thanks Casmir

velvet timber
#

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).

trail lichen
#

May 28th โ€” This channel is specifically for discussion about the games Netcode.

lunar ember
#

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?

leaden prawn
#

Yes thatโ€™s 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.

spiral yarrow
#

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?

steady flame
#

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?

restive forge
analog plover
#

Will the netcode be strong enough to support online play from NA to Sub-Saharan Africa?

sturdy kelp
#

Will this fix the moves randomly hitting me from eons away

velvet timber
#

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.

pearl cedar
#

will we get the option to add input delay to our client to give the server an easier time

leaden prawn
velvet timber
#

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 ๐Ÿ˜„ , 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.

steady flame
#

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?

zealous stump
#

Might be worth putting together an FAQ from this channel tbh

silent cosmos
#

^

#

prob no one is gonna read it tho sadly

trail lichen
silent cosmos
#

i mean it would be a lot more organized

#

he has made many responses

ruby pagoda
#

Out of 100% where u at right now

wispy moss
#

What is netcode

cursive epoch
#

Just the system that handles internet connections during a match

velvet timber
#

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 coolrick . 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.

next arrow
#

@velvet timber appreciate you keeping at it and answering these questions so consistently ๐Ÿ‘

velvet timber
#

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.

ornate hollow
#

๐Ÿ“

#

why don't you teach me these things at work instead of only sharing them here ๐Ÿ˜ญ

velvet timber
#

y'all don't ask as good of questions obviously

next arrow
#

We should make it so that part of the FGC orientation course should be watching Core-A Gaming's video on Rollback Netcode

velvet timber
#

Yeah, that is a good video. Do recommend!

sharp fog
silent cosmos
#

would prob be helpful if the most common responses were pinned too๐Ÿง

#

a lot of people asking similar questions

pallid sun
#

like anyone reads pins...

silent cosmos
#

i do

pallid sun
#

I do too, but it's kinda like the instruction manual, most don't

stiff marsh
#

23 days

limber prism
#

3 weeks

honest rock
#

I agree

next arrow
#

This reminds me of that Adventure Time short where Princess Bubblegum accidently made a self-multiplying bread virus

#

The toast stuff i mean

stoic crescent
#

Is part of the scavenger hunt actually to spam an emoji?

civic gulch
next arrow
stoic crescent
#

How old is that movie again?

#

But yeah, the server's looking more like a Twitch chat or something now.

next arrow
tacit swift
#

What is this?

flat summit
#

Are we getting Asia servers this time?

thin flower
#

so tightly hyped

final matrix
#

Is there Asian servers?

remote yew
narrow lance
#

I wonder if Multiversus will have a rollback netcode.

#

I hope it does.

next arrow
#

That was like, one of the first things they confirmed about the new netcode.

silent cosmos
#

i mean they said they had rollback last time too so

gaunt otter
#

rifts mode channel when

next arrow
pure monolith
#

unity netcode ๐Ÿ”ฅ

velvet timber
#

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!

drowsy spire
#

love netcode

#

fr

jaunty lintel
#

Erm yes netcode netcode Netcode

#

Netcoding right now

silent cosmos
velvet timber
#

I don't have pinning ability @frail magnet can someone help out here?

trail lichen
#

All the questions that have been answered are now also pinned for easier navigation!

next arrow
#

Noice

native wolf
crude cipher
#

.

limpid pier
#

Wow this netcode is so amazing!

silent cosmos
olive void
#

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!

fickle tundra
#

The game is extremely laggy a lot.

weak lake
fickle tundra
#

Yeah, some crashes for me too.

tranquil cedar
#

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

fringe wharf
#

Mostly lag and getting disconnected

cold canopy
#

we're rolling

hidden cairn
hidden cairn
tranquil cedar
hidden cairn
#

Like mate every second game I use Mortyโ€™s hammer it disconnects the other player

fringe wharf
#

I was playing Jason when it started

hidden cairn
gilded shadow
#

is 120fps okay? i don't know why my game is in 120fps (pc)

wintry notch
#

How to check region

willow talon
#

Is this where we could get the giveaway codes?

exotic veldt
#

everytime i queue into dexter's lab, it keeps kicking me

fringe wharf
#

Canceling rematch is broken have to wait for timer

steady flame
#

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

peak lantern
#

where can i escape general chat

woven lodge
#

lol

tardy saffron
#

Fr though

iron lotus
#

Does anybody know when servers will be back up?

tardy saffron
#

I got a good 3 hours in before it went down lol

peak lantern
#

i only was able to play for 10 mins ๐Ÿ˜‚

#

i was checking out the new menu and stuff it looked cool

fervent quarry
#

at least this chat isnt being spammed

peak lantern
#

itโ€™s the civilized chat

viral glen
#

how long were the servers open for

golden fossil
#

several hours including console

viral glen
#

i just got home and i wanted to check it out and i immediately got kicked out ๐Ÿ’€

fervent quarry
#

about 8 hours on console, 2 or so on pc

proven crow
#

man the netcode was good but how u forget a leaderboard... no incentive to grind now

fervent quarry
#

i think idk when they went out

viral glen
#

do you guys think it feels good

#

i only got to play the tutorial

proven crow
peak lantern
#

i only played the tutorial too

fervent quarry
#

i do prefer the old gui though

peak lantern
#

i got distracted looking at the shop and pass then i got kicked out

viral glen
#

i really liked being fast in the beta idk how ill feel about actual games now

proven crow
#

i got to play for like 30 mins against real people and i had no connection or ping issues

viral glen
#

im kinda worried ngl

fervent quarry
#

i did get 44 wins with jason though so im happy about that

viral glen
#

how wtf

fervent quarry
#

idk i was just playing and winning

#

i did kinda farm a bot for 40 wins though

proven crow
#

yeah

viral glen
#

ohh yea

fervent quarry
#

i was gonna stop once i died once but i never did

viral glen
#

are there any tom players here

peak lantern
#

i think theyโ€™re fixing it now

#

it says down for maintenance

viral glen
#

nvm i found the character threads

proven crow
#

??

fervent quarry
#

you cant complain anymore

silent cosmos
#

wtf lol

#

spam

proven crow
#

game suck

silent cosmos
#

weird bot

proven crow
#

u cant talk badly about the game

fervent quarry
#

bad game

proven crow
#

lmao

fervent quarry
#

this game is awful and they cant let us complain

uneven grail
modern eagle
#

Are the servers down AGAIN?

sly mauve
#

Sup

fervent quarry
#

ig im just built different

frozen harbor
#

ye

modern eagle
#

NOOOOOOO

proven crow
proven patio
#

at least now they acknoledged ๐Ÿ˜‚

rancid wigeon
#

i feel the game different more slow paced?

modern eagle
#

Back to Metaball ๐Ÿ˜’

proven crow
drifting valve
#

F in chat for Multiversus

modern eagle
#

F

oak vortex
#

F

peak raptor
#

d

dusty tangle
proven crow
#

gen chats are so cursed

lean vale
#

oh no cooldown

craggy fable
#

Whatโ€™s netcode exactly?

static current
#

hi

peak raptor
#

No cd is insane

winter drum
#

same

proven crow
#

uh oh

lean vale
#

this ant gonna end well

tidal palm
#

๐Ÿบ

pearl wolf
#

hohohohho

silver dagger
#

sex?

quartz timber
#

ALL CODES?

rapid lion
#

Wait so what happened I just got off

grim charm
#

Oh no

winter drum
#

NOOOOOOOOOO NOT AGAIN

dusty tangle
#

why game down

rapid lion
#

Server maintenance?

peak raptor
#

WHEN IS GAMT GON BE IP

sly mauve
tidal palm
#

This gonna blow up

dusty tangle
#

how redeem codes

slate flicker
#

NOOOO CD??????????????????????????????

craggy fable
#

Ooookay nvm

fluid hawk
#

anyone have codes?

proven crow
#

gg this chat it was fun while it was tame

lean vale
#

oph god

tidal palm
#

๐Ÿ๏ธ

static current
#

can u be can u be can u be will u be

steady hazel
#

bye guys

uneven grail
#

welp

fervent quarry
#

rip chat

dusty tangle
#

JLFNPRYKHQBKD8HJH7X7

peak lantern
#

๐Ÿ˜ข

slate flicker
#

GET GYAAAY

rapid lion
#

?

winter drum
#

ok so this is the moderated chat

quartz timber
#

all codes?

drifting valve
#

Why is it saying Iโ€™m spamming

steady spade
#

i blame the fortnite ui for the spammers

peak lantern
#

itโ€™ll get corrupted

drifting valve
#

I sent 1 chat

proven crow
#

this was just another test see yall in 2025

lean vale
#

MODSSS SAVE US

silver dagger
#

@proud sentinel u talk too much

peak lantern
#

๐Ÿ˜ข

frozen harbor
#

ok kbut why tho

willow zinc
#

Someone have Banana guard Matrix code?

proven crow
#

so were baiting

viral glen
#

bro how

static current
#

the redeem site is broken bro

frozen harbor
dusty tangle
#

redeem site died because server down prob

drifting valve
#

Redeem what? What codes?

peak raptor
#

all you guys are trash

dusty tangle
#

JLFNPRYKHQBKD8HJH7X7

static current
#

??

crimson flame
#

yes

static current
#

it says i dont own the game

edgy lion
#

Where do I put codes??

crimson flame
frozen harbor
#

glad i got my codes already

dusty tangle
#

redeem site broken because servers are down

steady spade
#

y'all chill out
codes won't work rn

silent cosmos
#

nah just skill issue

static current
#

@violet sandal opinions on can u be

peak raptor
#

game is spazzing

crimson flame
silver dagger
#

a

steady hazel
#

a

proven crow
#

a

drifting valve
#

Oh nah now the game says down for maintenance

unreal fern
#

FREAKYVERSUS

static current
#

a

unreal fern
#

FREAKYVERSUIS

smoky walrus
#

guys wat the sus is going on

rapid lion
#

Is this because nobody got Banana Guard or

unreal fern
#

FREAKYVERSUS

crimson flame
proven crow
small sable
#

versusserver

smoky walrus
silver dagger
#

oh

unreal fern
steady hazel
#

batman down smash is cool

proven crow
#

yeah now u get silenced for complaining btw

lean vale
#

so when is the imposter getting added

zealous jungle
#

they shouldve done the wave system for pc too

crimson flame
rapid lion
tidal palm
#

What

crimson flame
#

dont check gen 1

regal lance
#

amongus

supple orchid
#

Hello chat.

wicked nymph
#

LOL is true

zealous jungle
#

wtf dont bring people in here

stone rivet
trim oxide
#

why ppl just spamming

crimson flame
#

oh god

cedar leaf
#

lol

patent falcon
#

1

shrewd cove
#

ok

pale mulch
#

Omg

patent falcon
#

1

amber karma
#

yo

lyric wraith
#

โ€ฆ

frozen harbor
#

oh lord

proven crow
#

gg this chat

pale mulch
#

Omg omg omg omg

rustic dragon
#

I am not spamming!

analog fossil
#

blakcxs

patent falcon
#

1

analog fossil
#

'

marsh void
#

What

analog fossil
#

m,rgijvnui0rvnqijrbv

#

qrfvqer

#

fgv]'qrvb

crimson flame
#

this is not good

analog fossil
#

qr

#

v

#

qrvb

#

qrv

lyric wraith
#

Oh god

analog fossil
#

q

#

rf

#

qrv

zealous jungle
#

cooked

analog fossil
#

qvr

#

qrvb
vqr

#

vqr

#

rv

lean vale
#

oh no

glass crane
#

excellent launch tomy

graceful iron
lyric void
#

CHAT WHEN IS SERVERS BACK

short zodiac
#

what have you done

hybrid wind
#

when did this chat come to be..?

supple orchid
#

And it's done โ˜น๏ธ

regal lance
#

๐Ÿ’ฃ ๐Ÿ’” ๐ŸคŒ

#

๐Ÿ’ฃ ๐Ÿ’” ๐ŸคŒ

#

๐Ÿ’ฃ ๐Ÿ’” ๐ŸคŒ

#

๐Ÿ’ฃ ๐Ÿ’” ๐ŸคŒ

shadow ruin
regal lance
#

๐Ÿ’ฃ ๐Ÿ’” ๐ŸคŒ

#

๐Ÿ’ฃ ๐Ÿ’” ๐ŸคŒ

drowsy hinge
#

dawg i said a sentence๐Ÿ˜ญ

regal lance
#

๐Ÿ’ฃ ๐Ÿ’” ๐ŸคŒ

#

๐Ÿ’ฃ ๐Ÿ’” ๐ŸคŒ

#

๐Ÿ’ฃ ๐Ÿ’” ๐ŸคŒ

#

๐Ÿ’ฃ ๐Ÿ’” ๐ŸคŒ

#

๐Ÿ’ฃ ๐Ÿ’” ๐ŸคŒ

#

๐Ÿ’ฃ ๐Ÿ’” ๐ŸคŒ

opaque birch
#

What is people's problem

regal lance
#

๐Ÿ’ฃ ๐Ÿ’” ๐ŸคŒ

#

๐Ÿ’ฃ ๐Ÿ’” ๐ŸคŒ

#

๐Ÿ’ฃ ๐Ÿ’” ๐ŸคŒ

lean vale
#

modern art

lyric void
#

BRING SEEVERS BACK!!!!

drifting wing
#

DUDE WHAT WAS TAHT

shrewd cove
zealous jungle
#

north going crazy

supple orchid
#

:/

lyric void
#

BRING SERVERS BACK!!!!

short zodiac
#

north got banned

opaque birch
#

Why are you like this

pure flame
#

im sorry everyone

somber vapor
#

GUYS ADD DIDDY

lean vale
#

someone find a safe place

opaque birch
#

It really isnt.

final topaz
#

bro wtf the cnew code does not work

pure flame
#

We wont tolerate racism here

hard junco
#

skibidi

crimson flame
#

why is this not going to plan

lavish crown
#

AMONG US

dusty tangle
#

codes dont work servers dead

drifting valve
#

I wanna be, where the people are

opaque birch
jade locust
candid inlet
#

You gotta be a jit to think this is funny lmao

drifting valve
#

I wanna see, wanna see them dancing

hard junco
jade locust
#

Ppl be hype ngl

rapid lion
#

This bot sucks ngl

somber vapor
spice cradle
carmine lotus
hard junco
rapid lion
#

Literally trying to ask a basic question

rough bramble
#

Skibidiversus๐Ÿซฆ

lyric wraith
#

What in the world

candid inlet
#

I enjoy my dicc goin down ya moms throat

crimson flame
#

its on a rampage

marsh void
#

Stupid spammers

proven crow
#

these mods are newb moderators

rapid lion
#

THAT'S SPAM BUT THE AMOGUS ISN'T??

blissful canopy
#

Funny

ebon pilot
#

Wth

celest lake
#

.

lavish crown
unkempt stirrup
#

this bot is john wick i swear

silver dagger
#

you need to pay more attention

unkempt stirrup
#

kill streak fr

proven crow
#

they made a char limit fr id fix this in a sec

marsh void
#

Werent you spamming 2 minutes ago

hazy shuttle
#

ay

lean vale
#

not long till slowmodes here

sleek geode
#

someone send me the amongus ascii

wanton leaf
hybrid wind
#

How was I spamming?

rough bramble
#

Maintenanceversus๐Ÿ‘„๐Ÿ‘„

weak nest
#

It's all fill like a battlefield

rapid lion
#

The bot can't handle long messages

willow talon
#

So, is this where CODES get posted?

proven crow
#

announcement finally

rapid lion
#

even though ASCII works fine somehow

proven crow
wanton leaf
candid inlet
#

Report your existence to god

proven crow
#

this is based

night cobalt
#

Bro when server up

opaque birch
#

@broken ferry stop

marsh void
#

Totally๐Ÿค‘

opaque birch
#

@pulsar crag.

#

Bro.

amber karma
#

RAHHHHHH

#

I NEED THE GAME

wanton leaf
#

Multiversus: @rough bramble No spamming.

rapid lion
#

It's free on Steam

sleek geode
#

No spamming.

shrewd cove
#

Multiversus

lean vale
#

I WANT TO SPEAK TO THE PEOPLE PICCALO

dusty tangle
opaque birch
#

WHAT

analog void
#

jesus christ

dusty tangle
wanton leaf
#

Welp I saw someone trying to reply to someone

opaque birch
#

WDYM SPAMMING

lavish crown
#

MultiverSUS

wanton leaf
analog void
#

THEY ARE DELETING NO SPAMMING MESSAGES HELP

candid inlet
#

You sound lonely

proven crow
#

i got told to not insult mods LOL

rapid lion
#

Oh yeah this is definitely launch day

hybrid wind
#

We good now?

wanton leaf
analog void
wanton leaf
#

MODS!!!!

candid inlet
#

Well thats not true

mossy kraken
analog void
subtle condor
#

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

lost acorn
#

using more than 30 characters is spa,

subtle condor
#

MULTIVERSUS PUT YO GAME UP CUH

#

MULTIVERSUS PUT YO GAME UP CUH

#

MULTIVERSUS PUT YO GAME UP CUH

night cobalt
#

WHEN UP

lean vale
subtle condor
#

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

grave heart
#

Wsp thugga buggas

subtle condor
#

MULTIVERSUS PUT YO GAME UP CUH

stray stone
#

LOSING PLAYERS BY THE SECOUND

teal ravine
#

FIX THE GAME

subtle condor
#

MULTIVERSUS PUT YO GAME UP CUH

#

MULTIVERSUS PUT YO GAME UP CUH

#

MULTIVERSUS PUT YO GAME UP CUH