![]() It’s a hybrid of delay-based netcode and rollback netcode where players can adjust the balance between the two methods. ![]() The rollback netcode used for KOF ’98 UM FE was provided by the developer Code Mystics. Input delay and lag are inevitable in online matches, but this method absorbs the delay by treating both players’ inputs as local and adjusting the graphic rendering based on the predictions of the opponent’s next input. Rollback netcode is one of the technologies used to smooth out the gameplay experience in online matches. And now, it has been officially implemented in the game with the latest update. Over 4,000 players participated and around 120,000 matches were played over the course of four days. SNK announced the plan to implement rollback netcode in October of this year and have held two community beta tests since then. The Final Edition includes a new feature called Ultimate Mode and the original NEOGEO version of KOF ’98. ![]() ![]() It was released on Steam as the Final Edition seven years ago in December of 2014 with an overall readjustment to the game’s balance and each character’s moves. Ultimate Match initially launched in arcades in 2008, with a release for consoles following later. The King of Fighters ’98 Ultimate Match Final Edition is an upgraded version of The King of Fighters ’98.
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