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):
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How it works: Predicts player inputs and rolls back the game state when inputs arrive late, correcting only what's necessary.
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Why it helps: Keeps gameplay smooth even under laggy conditions, especially for fighting/boxing games.
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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):
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Optimize how much delay is built in before displaying input actions.
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Dynamically adjust input delay based on ping, not just fixed values.
2. Synchronization of Game State
A. Server-Authoritative Model:
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Shift from peer-to-peer (if used) to a server-authoritative system where the server is the final arbiter of position, punches, movement, etc.
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Reduces discrepancies caused by packet loss or manipulation.
B. Deterministic Simulation:
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Ensure that all physics and hit reactions are calculated the same way on all clients using the same inputs.
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Eliminate random elements that differ per client (e.g., RNG in punch animations, physics behavior).
C. State Reconciliation:
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Frequently validate and correct the local game state with the server’s version.
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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:
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Make sure both clients are seeing the same animation frame during punch release, impact, and reaction.
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Punch impact should be tied to frame data, not just visual appearance.
B. Movement Interpolation:
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Smooth out player movement to avoid teleporting or jittering.
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Use dead reckoning or velocity prediction models to help client-side prediction.
4. Technical Monitoring & Feedback Tools
A. Desync Detection & Logging:
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Log mismatches in player state and punch outcomes to help SCI identify patterns in desync.
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Use checksum comparisons for key data points like health, stamina, position.
B. Add a "Desync Indicator" for Players:
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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:
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Enforce frame rate parity or interpolation between clients.
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Ensure animations are not tied to inconsistent frame rates which could cause out-of-sync visuals.
B. Optimize Punch Detection Code:
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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:
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SCI should consider regional dedicated servers or at least ensure host selection is optimized based on latency.
B. Matchmaking Based on Ping:
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Prioritize matching players with lower ping difference to reduce desync probability.
7. Community & Beta Feedback Loop
A. Open Testing for Netcode Revisions:
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Roll out experimental netcode in beta branches.
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Let players compare and provide feedback on rollback vs. delay-based netcode.
B. Desync Reporting Tool:
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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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