¡What is Rollback? Technology that eliminates delays in online play, allowing players to play online with virtually no delays. For example, if there is a 0.1 second time lag in data transmission, the internal data is rewound 0.1 second before receiving the data to complete the data and eliminate the delay. It's called ggpo and has been open to the public for about 10 years, but recently, for various reasons, it became a hot topic. Since it is open source, it is now possible to implement it in personal development. ¡Thoughts on Rollback Experience it in the form of a trial introduction in a past Guilty Gear game for about three days. I've touched "no rollback" and "rollback with" for each piece, but this is the first time I've had the opportunity to compare them to each other. It's certainly much more satisfying to play with it. It seems I was playing against my followers, and I had no problem playing against Brazil. I had never thought of playing online from Japan to Brazil before. Unlike Japan, the interest in rollback has always been higher in other countries than in Japan, partly because of the larger geographical area. ¡Handling of the rollback at E's Laf++ I am not in charge of the program at this time and will be dependent on pikixu. Therefore, I cannot make a definite statement from me. However, I am aware of the existence of ggpo and what it processes. I would like to introduce it, but it's not a decision I can make on my own. I'm not in charge of [E's Laf++], but I have experience with simple programs. I'll answer on that basis. E's Laf++'s game engine is the result of many years of proprietary development. I expect it will be difficult to add to the root of the game's processing from its current state. I've built and touched up ggpo and it's hard to decide whether to "introduce" or "not" in its current state. Let the words from me stay as "I'm trying to figure it out, but I'm not sure if I'm going to introduce it". Translated with www.DeepL.com/Translator (free version) Added (pikixu) It took years for it to catch on. I think it's a combined fact of many things. If I have lots of time, I want to introduce a rollback. I want to consider it positively. I want fewer bugs in my game. And I don't want to have to enter an IP address to get a match. I want the ports to open automatically. And I want less delay. I'd like to shorten the load... ¡Why did I write about the rollback? Lately, it's been a hot topic among fighting gamers, especially overseas. Of course, my supporters are no exception. I want it implemented in the game. These words often reach my ears. It's so common that I'm taking action as far as I can see. I mention it on my twitter profile, in articles in patreon and on the home page. The problem is that there are "too many words. You will receive a message in English once every 3 days from somewhere. Reply and DM on twitter. discord Support sites such as patreon Gmail I see it in all kinds of online media. I was born in Japan, and English translation takes a long time, and responses inevitably take a long time as well. I get neurotic when the content I've answered in the past comes as a message every day. Every time I open a media outlet somewhere it comes to me, it's just terrifying. 'One casual question for you,' A question that's come up again and again to me that I'm sick of. I'm showing you the answers as far as I can see. It pains me to be asked a question without reading it. They are ignoring my efforts to inform them. I usually work in a job that has nothing to do with E's Laf. I am making E'sLaf while cutting back on my personal life. It's a disservice to both of us to spend our precious time answering questions that are immediately obvious. I'm hoping that by putting it in writing this time, there will be a few fewer questions. If you know someone who has sent messages to other developers, please check them out first. If you can't find them after looking into it, it's not an option. I'll leave the rest of the action up to you. Aside. Whenever I put out a video of the game, I almost always got one question, "what this is game?". I was getting so many messages that I created the tag #ThisGameisEsLaf2 as a gag. The questions were surprisingly few and far between, so we thought it was important to take action. I think it's a big cultural difference because there isn't much of a culture in Japan to throw messages to developers. 99% of the replies to my questions are in non-Japanese. Those are not to blame. I'm glad you're trying to get to know the game. But please do your research first and then ask questions. ¡Other things I'd like you to stop doing. Making an introductory reply to E's Laf on the official accounts of fighting game companies such as CapXXm and AXC. Personal accounts of producers, musicians and voice actors are no exception. We know of more than one person here as well. The frequency of these replies isn't much, about once every two months, but I've never been happy about it. That's the frequency even if it's just with Mentions. If you include the case where I can't grasp it, or when I don't have Mention, I can imagine it's more than that. Those actions are perceived as a "negative" rather than a way for people to get to know E's Laf. I will communicate with companies in a place where I am invisible to you guys. You are not the point of contact. ¡Finally. Probably only a small percentage of people do these acts. But still, that's a tough one for me. I urge you to think about it once before you do it, not just to me, but to others. Thanks for reading to the end.