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

GDC Festival of Gaming4 HN recommenders · recommended in 5 months, 2020–2025
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talk · advanced · evergreen · 2020–2025 on HN

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.

6 comments from Hacker News

@c4wrd2025-03 · in “Activision Cut Call of Duty's Build Time by 50%”

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: ▶ this video - It IS Rocket Science! The Physics of Rocket League Detailed: link - link

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@Oberdiah2023-10 · in “Ready Player Two – What the Multiplayer Web Can Learn from Video Games”

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: ▶ this video

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@dilap2021-10 · in “1500 Archers on a 28.8: Network Programming in Age of Empires and Beyond (2001)”

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: ▶ this video (From 2019.)

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@syspec2021-02 · in “How fighting games use delay-based and rollback netcode (2019)”

Here's another great video on the subject: 8 Frames in 16ms: Rollback Networking in Mortal Kombat and Injustice 2 ▶ this video One of my favorite topics, partially because there's not that much literature on the subject but it's so important

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@syspec2020-07 · in “Dolphin Progress May and June 2020”

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 is a great GDC video to watch on the topic > 8 Frames in 16ms: Rollback Networking in Mortal Kombat and Injustice 2 ▶ this video

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