
Stranger
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big surgery day~ am pretty nervous heh. . . going now so wish me luck ❤️


The Grimoire opens one last time! 📖 🎨 Chapter Key Art Colored Concept 🎵 Chapter Main Music Theme ❗Make sure your sound is on while you're making your choices! Vote now 🔗 dbd.game/4a7HUq6 Join us today starting at 1PM ET on YouTube or Twitch to discuss the concepts!












In Tekken 8, a character’s position, posture, rotation, as well as attack and hurt hit collision data are updated continuously on a per-frame basis. Each frame’s state depends on the result of the previous frame, which means that intermediate frames cannot be skipped, approximated, or coarsely rounded without breaking simulation consistency. First, it is important to clarify that the displayed latency value of 80–100ms represents the round-trip network time (RTT) between the two players. This value reflects user-to-user network conditions such as connection quality, routing paths, and physical distance, and is not a metric that evaluates the quality or performance of the netcode itself. In online matches, both players’ systems must reproduce identical simulation results based on per-frame input data. As long as there is a delay before the opponent’s input arrives (that is, network round-trip time), it is impossible to perform accurate collision detection or state calculations using inputs that have not yet been received. Rollback netcode mitigates this limitation by predicting inputs and re-simulating frames once the actual inputs arrive. However, this technique fundamentally assumes that inputs arrive late. Rollback cannot make inputs arrive earlier, nor can it reduce physical distance or alter network routing. At this point, it is useful to explain the difference compared to Street Fighter 6. Street Fighter 6 is designed as a 2D fighting game, in which character positions and hit collision updates occur in discrete steps over multiple frames (roughly every 4–5 frames). Because of this structure, when rollback occurs, the resulting differences are relatively coarse, making timing discrepancies less noticeable both visually and in terms of player input. Tekken 8, by contrast, updates hit collision data every single frame, with collision volumes continuously moving and deforming in 3D space. As a result, even a one-frame discrepancy can directly determine whether an attack hits or misses, or whether a move is successfully evaded or not. Due to this structural requirement, the effects of the same network round-trip time tend to be more perceptible in Tekken 8 than in Street Fighter 6. This difference is not a matter of netcode quality or superiority, but rather a result of different precision requirements dictated by game design. To completely eliminate the effects of network latency in Tekken 8, one would need to choose one of the following options: •Reduce collision and state updates to multi-frame intervals •Significantly increase input delay •Lower hit collision precision All of these options would fundamentally compromise Tekken’s gameplay. They would break the conditions required for frame-precise movement, whiff punishment, and guaranteed punishment, effectively turning the game into a different experience. In other words, the current behavior is not the result of something being “left unfixed,” but rather the result of optimization pushed to the structural limits of the design. Any remaining latency is not something that can be resolved through netcode tuning, but instead reflects the inherent constraints imposed by user-to-user network conditions and physical distance.

@miharasan Hey will you please fix the netcode for Tekken 8 in North America? It’s bad. Matches are always 80ms to 100ms.









