Stormgate may become the first RTS game to receive a Netcode rollback

Real-time strategy games are very busy games to play; You frequently manage everything, and then you will have to tackle something new that has come up. Stormgate, previously announced earlier this year, is yet another real-time strategy game coming to the market but it has an interesting twist up its sleeve.

Remember back in August when we covered Dragon Ball FighterZ finally receiving a net-back code after four and a half years? Or how about Guilty Gear Xrd back in beta in October? Stormgate is looking to integrate this technology with a reverted engine as part of its infrastructure.

This is a somewhat interesting overlap with the fighting game community, as the idea of ​​rolling back network code has been a sore point for the community over the past couple of years. The Persona 4 Arena Ultimax reboot shipped without it, and online play was particularly awful until August. Anyway, back at Stormgate, James Anhalt, Frost Giant’s chief architect, provided some comments on the rollback implementation.

He said, “Backtrack allows us to reduce the lag a player feels while playing a game online. Backtracking works by letting us simulate the game, even when there is no player input. And if we receive the input later, we can backtrack to that time the input occurred and then simulate forward Very quickly to catch up again. It’s going to be the most responsive RTS game I’ve ever worked on, and I’ve worked on a few great ones.”

Anhalt has been seen on several Blizzard projects, working on online play for Diablo 2, World of Warcraft, and Warcraft 3, before eventually becoming a lead architect on Starcraft 2 and its expansions, so it’s not like he’s relatively new to online architecture and programming. . We will continue to update as more information about Stormgate is released. Stormgate is currently in development and is slated to have an open beta sometime next year.

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