Special thanks to PushDustIn for the translation. I'll add the full translation when it becomes available.
Source: Famitsu (translated by PushDustIn & Robert Sephazon on Twitter)
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More information will come when the full column is released. Remember, this is just based on a leaked excerpt, and may not be 100% accurate to what Sakurai says.
I'll add that to the OP when it's up.Probably should've waited for the full column before making a thread on it; he may elaborate more.
was because the speed improvements largely depend on how players are connected to the Internet. For a steady connection, make sure to connect by LAN.
Yes, I much prefer a character teleporting here and there than 2fps online matchesLmao.
Even if the Switch isn't really helped when it comes to online capacities, I'm sure rollback would be at least 6353 times better than what we got.
Yes, I much prefer a character teleporting here and there than 2fps online matches
ARMS says hi. Hell, fans even added rollback netcode to Melee.Smash is a fairly unique, and rather chaotic sort of game, that also has to run on somewhat constraining hardware. It's possible that rollback just wasn't a feasible solution, between potential for desyncs with items and random effects, and the need for a performance overhead that the Switch can't reliably provide.
Random effects can easily be synched by generating the same seed for all players on match start, and then randomness for each player is determined from that seedSmash is a fairly unique, and rather chaotic sort of game, that also has to run on somewhat constraining hardware. It's possible that rollback just wasn't a feasible solution, between potential for desyncs with items and random effects, and the need for a performance overhead that the Switch can't reliably provide.
Again, ARMS has rollback & handles chaotic 4-player fights just fine.Now, I don't know much about net code, but does rollback work for four player matches? I was under the impression that the Melee mod with rollback only supported two and wouldn't work for four, or was that not a technical limitation and rather just because that fanbase would generally only care about 1v1?
To be fair, that's the only native option on Switch. And Smash's netcode isn't good regardless.
The Slippi mod has the advantage of being made with very specific purposes in mind and also running on what is essentially limitless hardware. I'm genuinely curious whether retrofitting rollback at this point into Ultimate may be a struggle because of the hardware it's on (imagine running four player Ice Climbers dittos on one of the resource intensive levels with items on). Plus at least 50% of the player base being wi-fi and all.
Again, ARMS has rollback & handles chaotic 4-player fights just fine.
If this was post-launch, I'd understand. Even NRS noted how hard it was. But the "during development" part implies that this was pre-launch, so they don't have that excuse.Do you have an official source on Arms having rollback?
Either way, Arms is a completely different game. What works for one game may not work as well for others.
And speaking of Melee rollback, doing this via an emulation layer is a different thing than implementing it natively into a game running on actual hardware. Not to mention with fan works there are no development deadlines and budgets involved.
Not saying Smash's online shouldn't be massively better (it should) but it's not as simple as pressing the "add rollback" button.
No it doesn't. Development of Smash is still ongoing, and based on these excerpts he's specifically talking about improvements being made in the preesent.If this was post-launch, I'd understand. Even NRS noted how hard it was. But the "during development" part implies that this was pre-launch, so they don't have that excuse.
Ultimate had a tight development and the main goal was bringing back all the fighters. There were compromises in a lot of area from the least amount of new stages in the history of the series to the removal of trophies. Concentrating on rollback might have come at the cost of other areas in the game. Some things had to give.while i understand that implementing rollback is hard and does take some time they really should have put in that extra time and effort to get it in, Wi-Fi gonna Wi-Fi especially on Switch but that doesn't mean you shouldn't put the effort into it
Smash is a fairly unique, and rather chaotic sort of game, that also has to run on somewhat constraining hardware. It's possible that rollback just wasn't a feasible solution, between potential for desyncs with items and random effects, and the need for a performance overhead that the Switch can't reliably provide.
Can you please stop pushing that narrative ? We already have people that worked on implementing rollback that said that rollback could deal with the items hazards and the Switch hardware.Either way, Arms is a completely different game. What works for one game may not work as well for others.
And speaking of Melee rollback, doing this via an emulation layer is a different thing than implementing it natively into a game running on actual hardware. Not to mention with fan works there are no development deadlines and budgets involved.
Not saying Smash's online shouldn't be massively better (it should) but it's not as simple as pressing the "add rollback" button.
If that was the case, he would have said something like "we did recently look into the possibility".No it doesn't. Development of Smash is still ongoing, and based on these excerpts he's specifically talking about improvements being made in the preesent.
Sounds like you're making an assumption based on how you would have worded it.If that was the case, he would have said something like "we did recently look into the possibility".
Can you please stop pushing that narrative ? We already have people that worked on implementing rollback that said that rollback could deal with everything without any issues with the items hazards and the Switch hardware. The hardest part would be the 8 players match, but it's not something
The Slippi mod has the advantage of being made with very specific purposes in mind and also running on what is essentially limitless hardware. I'm genuinely curious whether retrofitting rollback at this point into Ultimate may be a struggle because of the hardware it's on (imagine running four player Ice Climbers dittos on one of the resource intensive levels with items on). Plus at least 50% of the player base being wi-fi and all.
Usually Sakurai speaks of "during development" as past tense in interviews, more often than not during the base game.Sounds like you're making an assumption based on how you would have worded it.
It's expensive, yeah. But it's not really our problem, don't you think ? NRS did it without asking a dime because they knew that the netcode they pushed with the game release was bad.People mention Slippi's mod but they even stated that it would absolutely not be a trivial task to actually put it in Smash Ultimate. It's absolutely possible to implement it, but retrofitting rollback netcode into a game is very expensive. And even Slippi's mod is only 1vs1 without any items. And even some stages were disabled (Pokémon stadium transformations) because it wouldn't work properly (haven't checked if newer updates have enabled it).
And the netcode improvements he talked about already happened, so it's past tense. Extrapolating an assumption that he's referring to pre-release is faulty logic because development refers to the overall sense, especially since you lack the context of the full column in the first place.Usually Sakurai speaks of "during development" as past tense in interviews, more often than not during the base game.
this is from Sakurai famitsu column, he talks about a bunch of different stuff in these columns which isn't always about Smash Bros. Don't think this is some sort of proof of news comingSo are we expecting Mario remake announcement for tomorrow AND a Smash Bros character also for this week? What's the evidence for that?
It's expensive, yeah. But it's not really our problem, don't you think ? NRS did it without asking a dime because they knew that the netcode they pushed with the game release was bad.
Like Keits (that worked on Killer Instinct) said, rollback can deal with everything in Smash, all the items hazards, all the interactions. And the Switch hardware can deal with it. I know it's a lot of work and money, but at the end of the day, it's all about fixing issues for the customer that bought the game :/And time consuming, I wouldn't be surprised Ultimate would have been delayed by quite some time. Often, retrofitting rollback in an existing game is rewriting how each frame is rendered. For 1vs1 only it would take time but doable. But with all the items and chaos of smash it becomes way more complicated. And I'm not sure there's really other games with similar amounts of stuff going on that have rollback.
Its not our problem, but "adverse side effects" is code for "we don't have the time or money to refactor"It's expensive, yeah. But it's not really our problem, don't you think ? NRS did it without asking a dime because they knew that the netcode they pushed with the game release was bad.
Yeah, and it sucks. It's the only thing missing from Ultimate, and in these COVID days, man... i wish we had a good way to play online.Its not our problem, but "adverse side effects" is code for "we don't have the time or money to refactor"
Parsec with yuzu... some day lolYeah, and it sucks. It's the only thing missing from Ultimate, and in these COVID days, man... i wish we had a good way to play online.
Yeah i think the day Yuzu will run it perfectly, it's going to be a really big thing.
this is from Sakurai famitsu column, he talks about a bunch of different stuff in these columns which isn't always about Smash Bros. Don't think this is some sort of proof of news coming
I don't get it. What has Sakurai said in his column that makes people think that we are getting a character this week?