#GAROU MARK OF THE WOLVES FIGHTCADE UPDATE#
The best part of this update is that it widens the net for players to find good matches. One player posted a recording of their own match, with one opponent in Scotland and another in Pakistan, and it looks clean.
![garou mark of the wolves fightcade garou mark of the wolves fightcade](https://i.ytimg.com/vi/BI0ew_L8Thk/maxresdefault.jpg)
#GAROU MARK OF THE WOLVES FIGHTCADE PATCH#
Rising Thunder was infamous for its use of GGPO, rollback netcode specifically made for fighting games, and the studio is now at Riot Games working on its new fighting game, "Project L." A fan patch caused an uprising in the Street Fighter 5 scene after it fixed an issue with the game's netcode, highlighting the power of netcode. It's actually surprisingly effective, and other games have been adding it.
![garou mark of the wolves fightcade garou mark of the wolves fightcade](https://i.ytimg.com/vi/4D_qxwzNAEM/maxresdefault.jpg)
When the gap between two players gets too large is where rollback comes in: where other games might pause the action, "eating" your input because it happened during a freeze in time, rollback predicts your moves.Īn interview from Hold Back to Block with Killer Instinct developer Adam "Keits" Heart breaks it down very well, but essentially, whatever move you were doing before the hiccup in lag, you will keep doing until the transmission catches up. Every match of a fighting game has to be "simulated" on two machines, and inputs are sent back and forth over the internet as packets.
![garou mark of the wolves fightcade garou mark of the wolves fightcade](https://images.nintendolife.com/a8188ec53c835/1280x720.jpg)
If you don't know what rollback netcode is, the solution is fairly simple in concept.