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After 12 years, Ultra Street Fighter IV gets not one, but two connection-stabilising rollback netcode mods aaaand they're both made using Claude
📰 Ashley Schofield
👤 Ashley Schofield
🕒 2026-10-06 17:14:14
AI 摘要 · 其他
《Ultra Street Fighter IV》在2014年发布后受限于延迟型网络代码,模组开发者尝试用生成式AI(Claude)改用回滚网络代码。延迟型网络代码通过延迟输入处理延迟,回滚网络代码立即接受输入并在连接不稳定时回滚游戏状态,后者成为行业标准。
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Street Fighter IV
, the game that basically revived the fighting game genre back in 2009 and gave birth (not literally) to a new subset of players lovingly referred to as ‘09ers’, saw its final iteration in 2014’s
Ultra Street Fighter IV
. While it wasn’t the most perfectly balanced game, it’s remembered fondly by its players and is viewed by many as the last vestige of ‘honest Street Fighter’. It’s also burdened with being limited to delay-based netcode rather than the more modern and more stable rollback netcode, but this is something modders are attempting to fix. Using genAI. Sorry if I got your hopes up.
To quickly explain why the different netcode matters,
delay-based netcode
handles latency issues by variably delaying inputs to match unstable connection, while
rollback netcode
removes this delay by accepting inputs immediately and then reversing the game state (rolling back) if the connection instability causes inconsistency between players. All of this to say, rollback has become the industry standard for its stability since the mid 2010s, leaving delay-based to rot in input-eating hell.
Read more
, the game that basically revived the fighting game genre back in 2009 and gave birth (not literally) to a new subset of players lovingly referred to as ‘09ers’, saw its final iteration in 2014’s
Ultra Street Fighter IV
. While it wasn’t the most perfectly balanced game, it’s remembered fondly by its players and is viewed by many as the last vestige of ‘honest Street Fighter’. It’s also burdened with being limited to delay-based netcode rather than the more modern and more stable rollback netcode, but this is something modders are attempting to fix. Using genAI. Sorry if I got your hopes up.
To quickly explain why the different netcode matters,
delay-based netcode
handles latency issues by variably delaying inputs to match unstable connection, while
rollback netcode
removes this delay by accepting inputs immediately and then reversing the game state (rolling back) if the connection instability causes inconsistency between players. All of this to say, rollback has become the industry standard for its stability since the mid 2010s, leaving delay-based to rot in input-eating hell.
Read more