A fair amount of features matter in making appealing fighting games, such as a good roster, crossplay, and Rollback Netcode. This guide will break down the current state of MultiVersus Rollback Netcode and explain whether the game currently has the essential feature or not.
What is Rollback Netcode?
Rollback netcode is an implementation of GGPO (Good Game Peace Out), introduced by Tony Cannon in 2009. This system predicts the input of a player and sends the player’s input to the game as per the official ggpo.net webpage.
The intention of rollback netcode is to allow for smooth player interactions without experiencing lag in online matches. Developers may use the open-source software, GGPO, to put into their games. Others may design their own version of rollback netcode to fit their game.
MultiVersus Rollback Explained
Yes, MultiVersus does have rollback netcode. According to the official MultiVersus website, Player First Games has implemented its own rollback netcode for the fighter platform. This means you can fight your friends online without experiencing potential massive lag spikes. Good netcode has always been important to the online experience for any game.
In recent years, fighting games have become more online-oriented. Tournament organizers and publishers began offering online ways for players to compete without traveling. This gave rise to the demand for rollback netcodes in games. Some players have even opted not to buy said games if they didn’t have them.
MultiVersus having rollback netcode can lead to it having a long, healthy lifespan if players like the game. After testing MultiVersus’s online modes wired and through WI-FI connections, matches have been relatively smooth. That experience might not be the same for everyone, as people have different network providers and speeds. You can try it out yourself for free.
The free-to-play platform fighter, MultiVersus, is available for PC, PlayStation 4, PlayStation 5, Xbox One, and Xbox Series X|S.