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

GDC Festival of Gaming · 94.5K views · 2019-03-11 · 59:38

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Overview

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.

On Hacker News

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

Recommended by 4 HN people across 5 months · HN mentions 2020–2025

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What people said

c4wrd · 2025-03 · Recommendation

For those who aren't in the video game development field and like technical content, I cannot recommend watching GDC's content enough (even better, attending!). Although this blog post isn't as detailed as I've seen them do in the past, I appreciate that game developers have the opportunity to share their wins like this externally. If you enjoy watching technical content and video games, the following videos are greatly entertaining deep dives into ludicrously technically complicated bugs or performance optimizations done to deliver the gaming experience that I myself take for granted. - I Shot You First: Networking the Gameplay of Halo: Reach: [LINK] - 8 Frames in 16ms: Rollback Networking in Mortal Kombat and Injustice 2: [VIDEO] - It IS Rocket Science! The Physics of Rocket League Detailed: [LINK] - [LINK]

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Oberdiah · 2023-10 · Recommendation

Specifically "Deterministic Rollback", as the clients don't wait for the server's response before displaying the change locally. For an in-depth explanation, see this excellent GDC talk on its implementation in Mortal Kombat and Injustice 2: [VIDEO]

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dilap · 2021-10 · Recommendation

I guess it depends on how high a level you're looking at it from. Both lockstep and rollback are variants of the general approach of "shared deterministic simulation" where you're mostly just sending inputs. ("Mostly" 'cuz on reconnect or desync or whatever you'll probably want to send full state.) I really enjoyed this GDC talk on rollback networking: [VIDEO] (From 2019.)

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Video by GDC Festival of Gaming, played through YouTube.

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