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8 Frames in 16ms: Rollback Networking in Mortal Kombat and Injustice 2

GDC Festival of Gaming
4 人推荐 · 跨 5 个月 · 2020–2025
游戏编程与引擎开发网络与互联网基础设施
8 Frames in 16ms: Rollback Networking in Mortal Kombat and Injustice 2

中文导读

NetherRealm 工程师 Michael Stallone 在 2018 年 GDC 上的深度技术分享,详述了在《Mortal Kombat》与《Injustice 2》中实现确定性回滚网络同步(rollback netcode)所需的引擎改造、架构优化与调试工具链,确保能在 16ms 内完成最多 8 帧的快速回滚与重模拟。

为什么 HN 推它

游戏网络编程领域的标杆案例,被视为 3A 商业格斗游戏中落地回滚网络代码最具实战价值的权威演讲。

「想深入了解回滚网络同步的工程实现,强烈推荐看这场关于《真人快打》与《不义联盟 2》的精彩 GDC 演讲。」HN 网友原话:For an in-depth explanation, see this excellent GDC talk on its implementation in Mortal Kombat and Injustice 2
英文原摘要(HackerTube / Claude 整理)

A 2018 GDC talk by NetherRealm's Michael Stallone on the engine changes, optimizations and tooling needed to roll back and re-simulate up to 8 frames in 16 ms in Mortal Kombat and Injustice 2. It is a deep dive into deterministic rollback netcode.

HN treats it as the definitive practical talk on rollback networking in a shipped AAA fighting game.

HN 上的提及

rec syspec · 2020-07 · HN 原文
this is a great GDC video to watch on the topic
rec syspec · 2021-02 · HN 原文
Here's another great video on the subject
reference honkycat · 2021-04 · HN 原文
There is an amazing talk on this from the Mortal Kombat creators about how long it took them to get their netcode right[0].
rec dilap · 2021-10 · HN 原文
I really enjoyed this GDC talk on rollback networking
rec Oberdiah · 2023-10 · HN 原文
For an in-depth explanation, see this excellent GDC talk on its implementation in Mortal Kombat and Injustice 2

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