Tuesday, April 8, 2025

Fix Desync in Undisputed

 To fix desync issues in Undisputed, Steel City Interactive (SCI) should approach it from a structured technical and gameplay synchronization standpoint. Here’s a detailed breakdown of how they could tackle this:


1. Network Architecture Improvements

A. Implement a Rollback Netcode System (Preferred for Competitive Games):

  • How it works: Predicts player inputs and rolls back the game state when inputs arrive late, correcting only what's necessary.

  • Why it helps: Keeps gameplay smooth even under laggy conditions, especially for fighting/boxing games.

  • Recommended for: 1v1 games like Undisputed, where precise timing and reaction are critical.

B. Improve Input Delay Buffering (if using Lockstep or Delay-Based Netcode):

  • Optimize how much delay is built in before displaying input actions.

  • Dynamically adjust input delay based on ping, not just fixed values.


2. Synchronization of Game State

A. Server-Authoritative Model:

  • Shift from peer-to-peer (if used) to a server-authoritative system where the server is the final arbiter of position, punches, movement, etc.

  • Reduces discrepancies caused by packet loss or manipulation.

B. Deterministic Simulation:

  • Ensure that all physics and hit reactions are calculated the same way on all clients using the same inputs.

  • Eliminate random elements that differ per client (e.g., RNG in punch animations, physics behavior).

C. State Reconciliation:

  • Frequently validate and correct the local game state with the server’s version.

  • Sync player positions, health, stamina, and punch outcomes at high-frequency intervals (e.g., 30Hz or 60Hz).


3. Improve Prediction and Interpolation

A. Animation State Sync:

  • Make sure both clients are seeing the same animation frame during punch release, impact, and reaction.

  • Punch impact should be tied to frame data, not just visual appearance.

B. Movement Interpolation:

  • Smooth out player movement to avoid teleporting or jittering.

  • Use dead reckoning or velocity prediction models to help client-side prediction.


4. Technical Monitoring & Feedback Tools

A. Desync Detection & Logging:

  • Log mismatches in player state and punch outcomes to help SCI identify patterns in desync.

  • Use checksum comparisons for key data points like health, stamina, position.

B. Add a "Desync Indicator" for Players:

  • Optional feature to alert players when desync is detected (similar to lag symbols in fighting games).


5. Performance Optimization

A. Frame Rate Locking and Sync:

  • Enforce frame rate parity or interpolation between clients.

  • Ensure animations are not tied to inconsistent frame rates which could cause out-of-sync visuals.

B. Optimize Punch Detection Code:

  • Ensure punch landings are tied to both spatial (hitbox) and time-based checks across clients.


6. Infrastructure Improvements

A. Use Dedicated Servers or Matchmaking-Optimized Hosts:

  • SCI should consider regional dedicated servers or at least ensure host selection is optimized based on latency.

B. Matchmaking Based on Ping:

  • Prioritize matching players with lower ping difference to reduce desync probability.


7. Community & Beta Feedback Loop

A. Open Testing for Netcode Revisions:

  • Roll out experimental netcode in beta branches.

  • Let players compare and provide feedback on rollback vs. delay-based netcode.

B. Desync Reporting Tool:

  • Let players report desync moments with in-game button and attach telemetry for dev analysis.


If SCI takes a hybrid approach, combining rollback netcode, deterministic simulations, server-side authority, and predictive correction, it could significantly reduce desync and elevate the competitive integrity and realism of Undisputed.

Would you like a diagram showing the difference between rollback and delay-based netcode in the context of Undisputed?

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