cross-play and other online features are announced

cross play and other online features are announced

After several weeks of intensive promotion, Tekken 8 finally takes the time to settle down. The main fighters who were playable for EVO Japan have all been revealed and Bandai Namco Entertainment will take its time to unveil the identity of the other characters. In the meantime, on the side of Katsuhiro Harada, we try to answer the community, which obviously has plenty of questions to ask. On Twitter, the series producer confirmed that Tekken 8 will be cross-play compatible. A feature expected by all fans of virtual fighting, who will be able to face anyone, regardless of the platform on which the game is running. Harada specifies at the same time that the idea of ​​​​offering cross-play had been submitted several years ago, but that it had been refused following disagreements between manufacturers. This time is now over.

When the previous generation consoles came out, I had already offered cross-play between the two platforms. But at that time, they were at odds over each other’s interests (and the P2P security issue) and repeatedly refused.

But that’s not all, the famous rollback network technology will also be implemented in Tekken 8, which should allow for much more favorable online play. Again, it was Harada-san who responded to a message from a user on Twitter to confirm all this, with his legendary outspokenness, which also earned him some misunderstandings at times…

already installed, and it already has what you want. The reason we don’t make big announcements like crossplay is because even though we make big announcements, people like you will only say things like “waaaa! That’s normal these days.”
So shut up and sit down.

The restore netcode starts out in a unique way, treating both players’ inputs as local (effectively offline) and their opponents as a remote player. Rather than waiting for an adversary’s data to arrive, each local machine “predicts” what its adversary will do next. If the prediction turns out to be correct, the game goes smoothly. If the prediction turns out to be incorrect, the gameplay will transition to the correct gameplay state. Restoration can be adjusted to very small amounts of frames, so incorrect predictions always look fast and smooth in motion.

The idea is that restoring makes the game so instantaneous, regardless of your opponent’s connection. At the very least, a player’s own inputs are immediately displayed on screen. This sense of responsiveness ultimately improves gameplay, even if the opposing player’s lag is terrible. Additionally, the predictive element can mitigate delays along the way.



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