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Rollback Netcode in Brood War

Forum Index > BW General
156 CommentsPost a Reply
1 2 3 4 5 6 7 8 Next All
2Pacalypse-
Profile Joined October 2006
Croatia9571 Posts
October 09 2026 12:08 GMT
#1
[image loading]


Hey everyone, sorry for making yet another ShieldBattery-related thread, but this update deserves it imo. Considered a holy grail in competitive online games by many, especially in fighting games communities, rollback netcode basically eliminates the lagg and latency issues in majority of cases. You can now finally experience a true TR24 Low (or even lower!) latency against Koreans!

How it all works is a bit complicated (but not that much really), which is why we also produced this explainer video that goes into details a bit more for those who are interested:



Some TLDR notes on what rollback netcode gives you:
- Your commands respond immediately (even if the opponent is lagging)
- In a lot of games this means you get single-player latency, which is even lower than TR24 Low
- If your opponent is very laggy you might see their units "teleport" a little bit
- Even when playing with laggy opponents, you don't feel their lagg when controlling your own units

Anyway, give it a try at let us know what you think

Here's the full changelog: https://shieldbattery.net/news/AaEgEWi9dWWJg7Fawh0MLQ/the-rollback-revolution-is-here

gl hf gogogo
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Moderator"We're a community of geniuses because we've found how to extract 95% of the feeling of doing something amazing without actually doing anything." - Chill
TL+ Member
Miragee
Profile Joined December 2009
8716 Posts
October 09 2026 12:32 GMT
#2
This is incredible, good job!
[sc1f]eonzerg
Profile Blog Joined February 2010
Belgium7215 Posts
October 09 2026 12:47 GMT
#3
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 ?
Dakota_Fanning *
Profile Joined January 2008
Hungary2371 Posts
October 09 2026 12:50 GMT
#4
The title is a bit misleading, I thought you reverted to an old code version due to issues with the new one

Awesome job as always!
https://repmastered.icza.net
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES51706 Posts
Last Edited: 2026-10-09 12:57:48
October 09 2026 12:57 GMT
#5
On October 09 2026 21:50 Dakota_Fanning wrote:
The title is a bit misleading, I thought you reverted to an old code version due to issues with the new one

Awesome job as always!


if you're involved with the Fighting game scene in anyway the mere mention of rollback netcode is like witnessing god come down from the heavens.
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
Miragee
Profile Joined December 2009
8716 Posts
October 09 2026 13:04 GMT
#6
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.
intrepid1109
Profile Joined May 2023
20 Posts
October 09 2026 13:11 GMT
#7
we protoss are not laggy
chrisolo
Profile Joined May 2009
Germany2614 Posts
Last Edited: 2026-10-09 13:37:06
October 09 2026 13:30 GMT
#8
crazy... wish people (including myself sadly) would finally switch all over the SB. But even with this crazy update, it will be hard to motivate players to switch over. I will post this on the Fastest League page, but I doubt they will change over in massive waves


anyhow very impressive work. Do you think it is possible to create a launcher that does this on original Bnet Servers? I guess its not possible, but maybe you can think about this?

Edit:
Here is the post on the fastest league page: https://www.starcraftworld.net/index.php?topic=3004.msg30528#msg30528 Hope its fine that I shared it over there
¯\_(ツ)_/¯ - aka cReAtiVee
2Pacalypse-
Profile Joined October 2006
Croatia9571 Posts
October 09 2026 13:33 GMT
#9
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 ?

No, that's a different thing.

Here units might literally teleport from one place to another, but there's a lot of stuff that has to go wrong for this to happen, and even more stuff that has to go wrong for you to notice this:
- Connection has to be pretty bad
- You have to look at enemy's units
- The enemy has to move those units exactly when you were looking at them

And even in majority of those cases, the teleporting will only be a few pixels which you might not even notice. Also your own units will never teleport and they will respond immediately.

And if all of that isn't enough, we added an advanced setting which allows you to configure how much delay vs teleporting you prefer. It's better not to change this setting for now and just play and see how it feels for you. Most of the people that we had testing this said they didn't notice any issues and didn't have to change any settings.
Moderator"We're a community of geniuses because we've found how to extract 95% of the feeling of doing something amazing without actually doing anything." - Chill
TL+ Member
[sc1f]eonzerg
Profile Blog Joined February 2010
Belgium7215 Posts
October 09 2026 13:40 GMT
#10
Oh btw. I think stormgate tried to replicate this rollback system. But is very heavy for your processor. What are the minimum requirements now to get this working on shield battery ?
Scarlett`
Profile Joined April 2011
Korea (South)2446 Posts
October 09 2026 13:58 GMT
#11
On October 09 2026 22:40 [sc1f]eonzerg wrote:
Oh btw. I think stormgate tried to replicate this rollback system. But is very heavy for your processor. What are the minimum requirements now to get this working on shield battery ?

Its a multiple of how slow the game engine itself is usually; Probably like watching a bw replay at 8x at worst case scenario (which shouldnt lag at all on any computer from recent 10-20 years ..)
Progamer一条咸鱼
2Pacalypse-
Profile Joined October 2006
Croatia9571 Posts
Last Edited: 2026-10-09 13:59:41
October 09 2026 13:58 GMT
#12
Yes, Stormgate was the first game that added rollback to RTS games afaik. But their game was much different than BW I imagine (I don't know how they did it either). Minimum requirements to play on SB have not changed. We optimized our rollback code quite a bit, so you shouldn't notice any difference (but please report any issues if you do).

On October 09 2026 22:58 Scarlett` wrote:
Show nested quote +
On October 09 2026 22:40 [sc1f]eonzerg wrote:
Oh btw. I think stormgate tried to replicate this rollback system. But is very heavy for your processor. What are the minimum requirements now to get this working on shield battery ?

Its a multiple of how slow the game engine itself is usually; Probably like watching a bw replay at 8x at worst case scenario (which shouldnt lag at all on any computer from recent 10-20 years ..)

Yeah that's a perfect way to think about it.
Moderator"We're a community of geniuses because we've found how to extract 95% of the feeling of doing something amazing without actually doing anything." - Chill
TL+ Member
kAra
Profile Joined September 2004
Germany1467 Posts
October 09 2026 14:11 GMT
#13
mada mada dane
2Pacalypse-
Profile Joined October 2006
Croatia9571 Posts
October 09 2026 14:23 GMT
#14
On October 09 2026 23:11 kAra wrote:

Where did you disappear??

Now we can play with flint and weloy with (almost) no lagg!
Moderator"We're a community of geniuses because we've found how to extract 95% of the feeling of doing something amazing without actually doing anything." - Chill
TL+ Member
Kraekkling
Profile Blog Joined June 2007
767 Posts
October 09 2026 14:25 GMT
#15
huge nerf for peru terrans
(*^^)(^*)
JimmyJRaynor
Profile Blog Joined April 2010
Canada17992 Posts
October 09 2026 14:46 GMT
#16
On October 09 2026 22:04 Miragee wrote:
Show nested quote +
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?
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
Scarlett`
Profile Joined April 2011
Korea (South)2446 Posts
October 09 2026 14:49 GMT
#17
On October 09 2026 23:46 JimmyJRaynor wrote:
Show nested quote +
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?

There is no 'prediction' you just rollback every action
Progamer一条咸鱼
2Pacalypse-
Profile Joined October 2006
Croatia9571 Posts
October 09 2026 14:50 GMT
#18
On October 09 2026 23:46 JimmyJRaynor wrote:
Show nested quote +
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.
Moderator"We're a community of geniuses because we've found how to extract 95% of the feeling of doing something amazing without actually doing anything." - Chill
TL+ Member
[sc1f]eonzerg
Profile Blog Joined February 2010
Belgium7215 Posts
Last Edited: 2026-10-09 15:01:43
October 09 2026 14:59 GMT
#19
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.
Kanzzer
Profile Joined October 2025
77 Posts
October 09 2026 15:26 GMT
#20
You should add Korean & Chinese translations to the video for visibility.
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