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Michael Stallone (Lead Software Engineer, Engine, Netherrealm Games)
Pass Type: All Access, GDC Conference + Summits, GDC Conference - Get your pass now!
Vault Recording: TBD
Audience Level: All
Network latency is an ever present hurdle to overcome when trying to create a compelling multiplayer experience in any game, but can be especially difficult for fighting games. Rollback/re-simulate networking models remove the (often infuriating) local input delay typically associated with a traditional lockstep model. This is achieved by allowing the game simulation to take place without having received input from the remote player(s). This presentation will describe the journey of implementing the rollback/re-simulate model used in 'Mortal Kombat XL' and 'Injustice 2'. This lecture will describe the drastic engine changes, optimizations, and tools that are involved in rolling back and simulating up to 8 game frames in 16ms.
Attendees will have an understanding of how the Netherrealm team tackled the challenge of hugely increased simulation costs associated with the rollback networking model for 'Mortal Kombat X' and 'Injustice 2' using aggressive caching, parallelization, CPU optimizations and essential tools.
This talk would be most interesting to those who are looking to reduce the impact of network latency on the user's experience of input lag. A general familiarity with deterministic lockstep network simulation would be helpful, though not required as a brief overview will be provided.