THE VIDEO SHELF · rollback netcode
8 Frames in 16ms: Rollback Networking in Mortal Kombat and Injustice 2
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.
Why HN readers recommended it
HN treats it as the definitive practical talk on rollback networking in a shipped AAA fighting game.
This is a summary from the source dataset, not an endorsement by Hacker News or the video creator.
Video & recommendation details
- Creator / channel
- GDC Festival of Gaming
- Topic
- rollback netcode
- Format
- talk
- Level
- advanced
- HN recommenders in dataset
- 4
- HN mentions in dataset
- 6
- Recommendation years in dataset
- 2020–2025
These counts and years describe the included Hacker News records; they are not YouTube views or the video’s publication date.
From the original HN conversations
Excerpts from the recorded comments. Follow each source for the full comment and surrounding discussion.
Do you have a link to any blog posts, i would love to read about it. I tried to look on [LINK] , but development appears to be closed source? I'm just an outside observer, but i love the topic. For others like myself, this …
syspec on Hacker News · 2020-07
In Dolphin Progress May and June 2020Here's another great video on the subject: 8 Frames in 16ms: Rollback Networking in Mortal Kombat and Injustice 2 [VIDEO] One of my favorite topics, partially because there's not that much literature on the subject but it's so important
syspec on Hacker News · 2021-02
In How fighting games use delay-based and rollback netcode (2019)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 …
dilap on Hacker News · 2021-10
In 1500 Archers on a 28.8: Network Programming in Age of Empires and Beyond (2001)
Summaries, classifications and recommendation records are from the HackerTube source dataset. Read about this library and its limitations.