1. Delay-Based vs. Rollback Architecture
Delay-Based Netcode: When network ping between two players is 80ms, the engine artificially buffers inputs by 5 frames. This causes controls to feel sluggish and unresponsive.
Rollback Netcode (Deterministic State Rewind): The engine executes local inputs on frame 0 without artificial delay. If an opponent packet arrives with different input history, the engine instantaneously rewinds game state, applies inputs, and resimulates frames ahead—producing a flawless offline feel even across 120ms ping.