{"id":43313,"date":"2025-01-28T13:03:26","date_gmt":"2025-01-28T04:03:26","guid":{"rendered":"https:\/\/automaton-media.com\/en\/?p=43313"},"modified":"2025-01-28T14:00:57","modified_gmt":"2025-01-28T05:00:57","slug":"virtua-fighter-5-revo-adding-rollback-netcode-to-13-year-old-source-code-seemed-impossible-at-first-but-we-knew-it-was-necessary","status":"publish","type":"post","link":"https:\/\/automaton-media.com\/en\/news\/virtua-fighter-5-revo-adding-rollback-netcode-to-13-year-old-source-code-seemed-impossible-at-first-but-we-knew-it-was-necessary\/","title":{"rendered":"Virtua Fighter 5 R.E.V.O: Adding rollback netcode to 13-year-old source code seemed impossible at first, but we knew it was absolutely necessary, says dev\u00a0"},"content":{"rendered":"\n<p>SEGA has revitalized the Virtua Fighter series with the launch of<strong> Virtua Fighter 5 R.E.V.O. <\/strong>on Steam. This marks the title\u2019s debut on the platform, and one of its highlights is the addition of rollback netcode. <\/p>\n\n\n\n<p>However, integrating rollback was not straightforward \u2013 Virtua Fighter 5 R.E.V.O. was developed using Ver. 2.0 of Virtua Fighter 5 Ultimate Showdown, meaning that the developers worked with a 13-year-old base. AUTOMATON talked to Seiji Aoki, the producer of the \u201cLegacy Virtua Fighter Project,\u201d who gave insight into the daunting process.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<iframe loading=\"lazy\" title=\"Virtua Fighter 5 R.E.V.O | Launch Trailer\" width=\"1160\" height=\"653\" src=\"https:\/\/www.youtube.com\/embed\/wKDD80JCv_o?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n<\/div><\/figure>\n\n\n\n<p>With fighting games transitioning from offline arcade battles to online play on PC and consoles, rollback netcode has become an essential feature, Aoki acknowledges. He explains that while rollback may not be critical for matchmaking in Japan, where players are geographically close, it\u2019s indispensable for larger regions like North America. \u201cThe farther apart the players are, the more lag becomes an issue.\u201d <\/p>\n\n\n\n<p>The team realized that without rollback, Virtua Fighter 5 R.E.V.O. couldn\u2019t thrive in a global market \u2013 and <a href=\"https:\/\/automaton-media.com\/en\/news\/why-bring-virtua-fighter-5-to-pc-steam-after-all-these-years-producer-talks-about-segas-project-to-rekindle-the-franchise\/\" target=\"_blank\" rel=\"noreferrer noopener\">rekindling the Virtua Fighter franchise<\/a> on a global scale was high on their list of priorities. \u00a0<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1401\" height=\"849\" sizes=\"auto, (max-width: 1401px) 100vw, 1401px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/01\/20250128-43313-001.jpg\" alt=\"Seiji Aoki\" class=\"wp-image-43318\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/01\/20250128-43313-001.jpg 1401w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/01\/20250128-43313-001-380x230.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/01\/20250128-43313-001-768x465.jpg 768w\" \/><\/figure>\n\n\n\n<p>However, implementing rollback into a 13-year-old game was not an easy task. \u201cThe legacy source code was a huge obstacle,\u201d developer Aoki admits. \u201cOn PS4, the technical difficulties made us almost give up. But with the shift to PC, we thought we could overcome some of these technical points, and we realized it wasn\u2019t just an option \u2013 we had to make it happen.\u201d According to Aoki, the team felt that if they couldn\u2019t succeed in implementing rollback, they might as well not make the game at all. &nbsp;<\/p>\n\n\n\n<p>But even with the switch from PS4 to PC \u201cit was quite difficult to add rollback to the legacy source code,\u201d Aoki notes. Fortunately, as the team continued to try things out, they realized it was doable. They took this as a seal of approval to get officially started on the project.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1350\" height=\"757\" sizes=\"auto, (max-width: 1350px) 100vw, 1350px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/01\/20250128-43313-002.jpg\" alt=\"Virtua Fighter 5 REVO\" class=\"wp-image-43319\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/01\/20250128-43313-002.jpg 1350w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/01\/20250128-43313-002-380x213.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/01\/20250128-43313-002-768x431.jpg 768w\" \/><\/figure>\n\n\n\n<p>The fact that Virtua Fighter 5 R.E.V.O. is a 3D fighter also brought its own unique challenges, such as the sync issues some players noticed during the beta. \u201cIt&#8217;s pretty difficult to implement rollback in a 3D fighting game. (&#8230;) We are aware of the issues, and if we had designed the game to include rollback from the beginning, I think they would have been less likely to occur. I think the fact that it was added after more than a decade raised the hurdle a lot,\u201d Aoki comments.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1335\" height=\"754\" sizes=\"auto, (max-width: 1335px) 100vw, 1335px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/01\/20250128-43313-003.jpg\" alt=\"Virtua Fighter 5 REVO Rollback Netcode settings screen\" class=\"wp-image-43320\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/01\/20250128-43313-003.jpg 1335w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/01\/20250128-43313-003-380x215.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/01\/20250128-43313-003-768x434.jpg 768w\" \/><\/figure>\n\n\n\n<p>To mitigate some of the issues, the team introduced \u201cQuality&#8221; and \u201cPerformance&#8221; settings, allowing players to customize their experience based on their needs and setups. Aoki acknowledges that some \u201cdifficult points\u201d still remain, but that the team is always considering solutions.&nbsp;<\/p>\n\n\n\n<p>Virtua Fighter 5 R.E.V.O. is available now on PC (<a href=\"https:\/\/store.steampowered.com\/app\/3112260\/Virtua_Fighter_5_REVO\/\" target=\"_blank\" rel=\"noreferrer noopener\">Steam<\/a>), with a 20% launch discount running for a limited time.&nbsp;&nbsp;&nbsp;<\/p>\n\n\n\n<p><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Seiji Aoki, producer of Sega&#8217;s Legacy Virtua Fighter Project, talks about the daunting task of adding rollback netcode to Virtua Fighter 5 R.E.V.O.<\/p>\n","protected":false},"author":55,"featured_media":43317,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_gspb_post_css":"","footnotes":""},"categories":[64,3],"tags":[17],"class_list":["post-43313","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-game-development","category-news","tag-japan-related-news"],"blocksy_meta":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.4 - 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