8 Frames in 16ms: Rollback Networking in Mortal Kombat and Injustice 2
4 人推荐 · 跨 5 个月 · 2020–2025

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
this is a great GDC video to watch on the topic
Here's another great video on the subject
There is an amazing talk on this from the Mortal Kombat creators about how long it took them to get their netcode right[0].
I really enjoyed this GDC talk on rollback networking
For an in-depth explanation, see this excellent GDC talk on its implementation in Mortal Kombat and Injustice 2