Netcode is a
blanket term most commonly used by
gamers relating to networking in
online games
An online game is a video game that is either partially or primarily played through the Internet or any other computer network available. Online games are ubiquitous on modern gaming platforms, including PCs, consoles and mobile devices, a ...
, often referring to synchronization issues between clients and servers.
Players often blame "bad netcode" when they experience
lag or reverse state transitions when synchronization between players is lost. Although these events are sometimes caused by
bugs, other networking-related causes include high
latency between server and client,
packet loss
Packet loss occurs when one or more packets of data travelling across a computer network fail to reach their destination. Packet loss is either caused by errors in data transmission, typically across wireless networks, or network congestion.Ku ...
, or
network congestion. Depending on the game implementation, these issues can also be caused by non-network factors such as frame rendering time or inconsistent
frame rate
Frame rate, most commonly expressed in frame/s, or FPS, is typically the frequency (rate) at which consecutive images (Film frame, frames) are captured or displayed. This definition applies to film and video cameras, computer animation, and moti ...
.
Netcode is often designed to mask networking irregularities and create a synchronous and smooth gamestate across multiple users.
Netcode types
Unlike a local game where the inputs of all players are executed instantly in the same simulation or instance of the game, in an online game there are several parallel simulations (one for each player) where the inputs from their respective players are received instantly, while the inputs for the same frame from other players arrive with a certain delay (greater or lesser depending on the physical distance between the players, the quality and speed of the players' network connections, etc.). During an online match, games must receive and process players' input within a certain time for each frame (roughly 17
ms per frame at 60
FPS), and if a remote player's input of a particular frame (for example, of frame number 10) arrives when another one is already running (for example, in frame number 20, roughly 170 ms later), desynchronization between player simulations is produced. There are two main resolutions to this conflict implemented in modern games: delay-based and rollback-based resolution.
Delay-based

The classic solution to this problem is the use of a delay-based netcode. When the inputs of a remote player arrive late, the game delays the inputs of the local player accordingly to synchronize the two inputs and run them simultaneously. This added delay can be disruptive for players (especially when latency is high), but overall the change is not very noticeable. However, these delays can be inconsistent due to sudden fluctuations in current latency. Should the latency between players exceed an established buffer window for the remote player, the game must wait, causing the screens to "freeze". This occurs because a delay-based netcode does not allow the simulation to continue until it receives the inputs from all the players in the frame in question. This variable delay causes an inconsistent and unresponsive experience compared to offline play (or to a
LAN game), and can negatively affect player performance in timing-sensitive and fast-paced genres such as
fighting game
The fighting game video game genre, genre involves combat between multiple characters, often (but not limited to) one-on-one battles. Fighting game combat often features mechanics such as Blocking (martial arts), blocking, grappling, counter- ...
s.
Rollback

An alternative system to the previous netcode is rollback netcode. This system immediately runs the inputs of the local player (so that they are not delayed as with delay-based netcode), as if it were an offline game, and predicts the inputs of the remote player or players instead of waiting for them (assuming they will make the same input as the one in the previous tick). Once these remote inputs arrive (suppose, e.g., 45 ms later), the game can act in two ways: if the prediction is correct, the game continues as-is, in a totally continuous way; if the prediction was incorrect, the game state is reverted and gameplay continues from the corrected state, seen as a "jump" to the other player or players (equivalent to 45 ms, following the example).
Some games utilize a hybrid solution in order to disguise these "jumps" (which can become problematic as latency between players grows, as there is less and less time to react to other players' actions) with a fixed input delay and then rollback being used. Rollback is quite effective at concealing lag spikes or other issues related to inconsistencies in the users' connections, as predictions are often correct and players do not even notice. Nevertheless, this system can be troublesome whenever a client's game slows down (usually due to overheating), since rift problems can be caused leading to an exchange of tickets between machines at unequal rates. This generates
visual glitches that interrupt the gameplay of those players that receive inputs at a slower pace, while the player whose game is slowed down will have an advantage over the rest by receiving inputs from others at a normal rate (this is known as one-sided rollback). To address this uneven input flow (and consequently, an uneven frame flow as well), there are standard solutions such as waiting for the late entries to arrive to all machines (similar to the delay-based netcode model) or more ingenious solutions as the one currently used in ''
Skullgirls'', which consists of the systematic omission of one frame every seven so that when the game encounters the problem in question it can recover the skipped frames in order to gradually synchronize the instances of the games on the various machines.
Rollback netcode requires the game engine to be able to turn back its state, which requires modifications to many existing engines, and therefore, the implementation of this system can be problematic and expensive in
AAA type games (which usually have a solid engine and a high-traffic network), as commented by ''
Dragon Ball FighterZ'' producer Tomoko Hiroki, among others.
Although this system is often associated with a
peer-to-peer
Peer-to-peer (P2P) computing or networking is a distributed application architecture that partitions tasks or workloads between peers. Peers are equally privileged, equipotent participants in the network, forming a peer-to-peer network of Node ...
architecture and fighting games, there are forms of rollback networking that are also commonly used in
client-server architectures (for instance, aggressive
schedulers found in
database management systems
In computing, a database is an organized collection of data or a type of data store based on the use of a database management system (DBMS), the software that interacts with end users, applications, and the database itself to capture and ana ...
include rollback functionality) and in other
video game genre
A video game genre is an informal classification of a video game based on how it is played rather than Computer graphics, visual or narrative elements. This is independent of setting (fiction), setting, unlike works of fiction that are expressed ...
s.
There is a popular MIT-licensed library named
GGPO designed to help implement rollback networking to games (mainly fighting games).
Games using rollback netcode
Potential causes of netcode issues
Latency
Latency is unavoidable in online games, and the quality of the player's experience is strictly tied to this (the more latency there is between players, the greater the feeling that the game is not responsive to their inputs).
The latency of the players' network (which is largely out of a game's control) is not the only factor in question, but also the latency inherent in the way the game simulations are run. There are several
lag compensation
In computers, lag is delay (Latency (engineering), latency) between the action of the User (computing), user (input) and the reaction of the Server (computing), server supporting the Task (computing), task, which has to be sent back to the Client ...
methods used to disguise or cope with latency (especially with high latency values).
Tick rate
A single update of a game simulation is known as a tick. The rate at which the simulation is run on a server is often referred to as the server's tickrate; this is essentially the server equivalent of a client's
frame rate
Frame rate, most commonly expressed in frame/s, or FPS, is typically the frequency (rate) at which consecutive images (Film frame, frames) are captured or displayed. This definition applies to film and video cameras, computer animation, and moti ...
, absent any rendering system.
Tickrate is limited by the length of time it takes to run the simulation, and is often intentionally limited further to reduce instability introduced by a fluctuating tickrate, and to reduce CPU and data transmission costs. A lower tickrate increases latency in the synchronization of the game simulation between the server and clients. Tickrate for games like
first-person shooter
A first-person shooter (FPS) is a video game genre, video game centered on gun fighting and other weapon-based combat seen from a First person (video games), first-person perspective, with the player experiencing the action directly through t ...
s is often between 128 ticks per second (such is
Valorant
''Valorant'' is a 2020 First-person shooter, first-person tactical shooter, tactical hero shooter video game developed and published by Riot Games. A free-to-play game, ''Valorant'' takes inspiration from the ''Counter-Strike'' series, borrow ...
's case)'','' 64 ticks per second (in games like
Counter-Strike: Global Offensive and
Overwatch
''Overwatch'' (abbreviated as OW) is a multimedia franchise centered on a series of multiplayer first-person shooter (FPS) video games developed by Blizzard Entertainment. ''Overwatch (video game), Overwatch'' was released in 2016 with a success ...
), 30 ticks per second (like in
Fortnite and
Battlefield V's console edition) and 20 ticks per second (such are the controversial cases of
Call of Duty: Modern Warfare,
Call of Duty: Warzone and
Apex Legends
''Apex Legends'' is a 2019 Battle royale game, battle royale-hero shooter video game developed by Respawn Entertainment and published by Electronic Arts, set in the same science fiction universe as Respawn's ''Titanfall'' series. It is offered ...
). A lower tickrate also naturally reduces the precision of the simulation,
which itself might cause problems if taken too far, or if the client and server simulations are running at significantly different rates.
Because of limitations in the amount of available bandwidth and the CPU time that's taken by network communication, some games prioritize certain vital communications while limiting the frequency and priority of less important information. As with tickrate, this effectively increases synchronization latency. Game engines may limit the number of times that updates (of a simulation) are sent to a particular client and/or particular objects in the game's world in addition to reducing the precision of some values sent over the network to help with bandwidth use. This lack of precision may in some instances be noticeable.
Software bugs
Various simulation synchronization errors between machines can also fall under the "netcode issues" blanket. These may include bugs which cause the simulation to proceed differently on one machine than on another, or which cause some things to not be communicated when the user perceives that they ought to be.
Traditionally,
real-time strategy
Real-time strategy (RTS) is a Video game genre, subgenre of strategy video games that does not progress incrementally in turn-based game, turns, but allow all players to play simultaneously, in "real time." By contrast, in Turn-based strategy, tur ...
games (such as
Age of Empires
''Age of Empires'' is a series of historical real-time strategy video games, originally developed by Ensemble Studios and published by Xbox Game Studios.
The first title in the series, ''Age of Empires'', focused on events in Europe, Afri ...
) have used
lockstep protocol peer-to-peer networking models where it is assumed the simulation will run exactly the same on all clients; if, however, one client falls out of step for any reason, the desynchronization may compound and be unrecoverable.
Transport layer protocol and communication code: TCP and UDP
A game's choice of
transport layer
In computer networking, the transport layer is a conceptual division of methods in the layered architecture of protocols in the network stack in the Internet protocol suite and the OSI model. The protocols of this layer provide end-to-end c ...
protocol (and its management and coding) can also affect perceived networking issues.
If a game uses a
Transmission Control Protocol
The Transmission Control Protocol (TCP) is one of the main communications protocol, protocols of the Internet protocol suite. It originated in the initial network implementation in which it complemented the Internet Protocol (IP). Therefore, th ...
(TCP), there will be increased latency between players. This protocol is based on the connection between two machines, in which they can exchange data and read it. These types of connections are very reliable, stable, ordered and easy to implement. These connections, however, are not quite suited to the network speeds that fast-action games require, as this type of protocol (
Real Time Streaming Protocol
The Real-Time Streaming Protocol (RTSP) is an application-level network protocol designed for multiplexing and packetizing multimedia transport streams (such as interactive media, video and audio) over a suitable transport protocol. RTSP ...
s) automatically groups data into packets (which will not be sent until a certain volume of information is reached, unless this algorithm
Nagle's algorithm is disabled) which will be sent through the connection established between the machines, rather than directly (sacrificing speed for security). This type of protocol also tends to respond very slowly whenever they lose a packet, or when packets arrive in an incorrect order or duplicated, which can be very detrimental to a real-time online game (this protocol was not designed for this type of software).
If the game instead uses a
User Datagram Protocol
In computer networking, the User Datagram Protocol (UDP) is one of the core communication protocols of the Internet protocol suite used to send messages (transported as datagrams in Network packet, packets) to other hosts on an Internet Protoco ...
(UDP), the connection between machines will be very fast, because instead of establishing a connection between them the data will be sent and received directly. This protocol is much simpler than the previous one, but it lacks its reliability and stability and requires the implementation of own code to handle indispensable functions for the communication between machines that are handled by TCP (such as data division through packets, automatic packet loss detection, etc.); this increases the engine's complexity and might itself lead to issues.
See also
*
Online game
An online game is a video game that is either partially or primarily played through the Internet or any other computer network available. Online games are ubiquitous on modern gaming platforms, including PCs, consoles and mobile devices, a ...
*
Lag (online gaming)
*
GGPO
Notes
References
{{Reflist
Multiplayer video games
Servers (computing)
Video game development
Video game platforms