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Rollback Netcode in Brood War - Page 2

Forum Index > BW General
31 CommentsPost a Reply
Prev 1 2 All
[sc1f]eonzerg
Profile Blog Joined February 2010
Belgium7176 Posts
2 hours ago
#21
i just played a guy from Domican Republic like it was on Lan
[image loading]
TT1
Profile Blog Joined December 2008
Canada10093 Posts
2 hours ago
#22
xdddd eon

congrats guys, we can finally play the game the way its meant to be played
ab = tl(i) + tl(pc), the grand answer to every tl.net debate
LML
Profile Blog Joined March 2007
Germany1796 Posts
2 hours ago
#23
On October 09 2026 23:59 [sc1f]eonzerg wrote:
I tried a 2v2 and it was really good. From time to time u feel a litle something. I would say specifically at the start of the game but maybe i just lock in later on and forgot about it. Need further testing. But it would be ideal to match someone that lives in Korea. China etc.

to be honest is day and night. Cuz i remember playing 2v2 on shield battery when it was first released and usually it was always with very high latency.


I played someone from Australia earlier and on my side it was perfect. Even during early game zealot vs zealot skirmishes. He said it felt like tr16 to him when we did a test game before our actual game. Mine was definitely closer to tr24. But as I play a lot on tr12/14 high with a friend, I don't know what tr24 feels like anymore to draw the perfect comparison ;d
LML
TT1
Profile Blog Joined December 2008
Canada10093 Posts
Last Edited: 2026-10-09 16:52:28
2 hours ago
#24
ya the big danger i see is having too many situations where theres a big gap in latency between players, for example in super isolated locations (Australia etc.) or with ppl having weak internet, especially now cus our player pool isn't big enough to match location + mmr perfectly, that said I'm sure Excalibur is tinkering with the matchmaking algo to find the sweet spot (not sure if such a thing exists tho tbh)

in SC2 servers were split but in BW we dont have the player pool to do that outside Korea (which is the biggest issue w/ playing BW outside Korea)

but anyways i think ultimately this is the best path forward for non kor BW, big day, congrats to the dev team <3
ab = tl(i) + tl(pc), the grand answer to every tl.net debate
JimmyJRaynor
Profile Blog Joined April 2010
Canada17924 Posts
1 hour ago
#25
On October 09 2026 23:50 2Pacalypse- wrote:
Show nested quote +
On October 09 2026 23:46 JimmyJRaynor wrote:
On October 09 2026 22:04 Miragee wrote:
On October 09 2026 21:47 [sc1f]eonzerg wrote:
This is huge. Cuz this open to port to be able to play vs chinese players and koreans on a really good latency. Now you can do showmatches that is not breaking heads for everyone.

What do you mean by units teleporting tho ?

Sometimes in my games my hydra is running at a crazy speed all of sudden. Is it something similar ?


Without in-depth technical knowledge, from what I understood, rollback technologies depend on prediction. This means, if the actual action and the prediction stray too far appart and the lag is big, i.e. the time between alignment of reality and prediction becomes too long, it may cause units to teleport because their predicted position and their actual position are different by the time the alignment happens. I hope I explained this at least somewhat correctly. Please correct me, if I'm wrong.

What you are describing is somewhat is what the new netcode tries to circumvent. The fast stuttering units occur due to package loss/lag I think. The new netcode tries to fill these gaps with predicted positions.

In fighting games, it is probably easier to predict the next button press if the server has received 6 inputs out of a 7 input combo. No idea how Netcode Rollback can predict future moves in an RTS game though.

Constantly make an SCV every 12 seconds even if the input has not arrived yet?

Is the prediction algorithm published?

You should watch our explainer video ^^

The prediction algorithm is: we predict nothing has changed since the previous frame.

I will check it out! Thanks for the hard work!
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
AttackZerg
Profile Blog Joined January 2003
United States7659 Posts
1 hour ago
#26
Wow. Wow, wow wow.

So, first off - thank you. Just tested on shield battery. Way, way more playable experience for games with latency..

It feels exactly like when chaos launcher first came out, even the way it reacts to lag spikes feels the same.

Unfortunately, I keep getting paired with the same guy trying to test it, so sample size is small.

Way better experience and visual then remastered. Very good job guys.

Also, I love that now the default zerg color is Ret baby-blue.


TT1
Profile Blog Joined December 2008
Canada10093 Posts
1 hour ago
#27
playing BW outside of Korea rn:

ab = tl(i) + tl(pc), the grand answer to every tl.net debate
Soulforged
Profile Blog Joined February 2007
Latvia983 Posts
1 hour ago
#28
Very respectable effort, folks. Congratulations on the release!
HaFnium
Profile Blog Joined December 2006
United Kingdom1079 Posts
42 minutes ago
#29
Thank you! This is huge - speaking as someone who frequently lags vs Americans/Koreans...
Will be good to get it tested by Koreans and see how they find it and how it affects gameplay. Looks like it'll be better then turn rate 24?
BW forever!
A.Alm
Profile Joined September 2012
Sweden561 Posts
16 minutes ago
#30
awesome, i have to try this
badbeatpete
Profile Joined October 2020
29 Posts
10 minutes ago
#31
I saw players testing this a few days ago on jiraiya's stream. There were occasional player disconnects from de-sync? Also one game tested became very laggy after 20 minutes. Were these issues solved?
maybenexttime
Profile Blog Joined November 2006
Poland5873 Posts
9 minutes ago
#32
I just played some games with Baal. It felt like LAN. Wonderful job! I wish this could be the default launcher/server for BW...
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