Description
In the context of fighting games, 'Desync' refers to a phenomenon where the game state differs between players, usually as a result of network latency or data transmission errors. This results in each player seeing a different version of the game, which can lead to confusion and unfair advantages or disadvantages. For instance, Player A might see their character landing a hit, while Player B’s screen shows them blocking it. Desyncs are particularly frustrating in competitive settings where precise timing and accurate state representation are critical. The issue typically arises in online multiplayer modes and can severely impact the enjoyment and fairness of the game. Developers often implement various netcode strategies to minimize desyncs, but they remain a challenging aspect of online fighting games.
Examples
- In 'Street Fighter V,' players have reported instances where their character appeared to have successfully executed a combo on their screen, but the opponent's screen showed them blocking it, leading to inconsistent outcomes.
- During an online match of 'Mortal Kombat 11,' one player might see their character delivering a fatal blow, while the other player sees themselves dodging it, resulting in a desynced and unfair game state.
Additional Information
- Desyncs can be mitigated by using rollback netcode, which attempts to correct mismatches by predicting and adjusting game states.
- Frequent desyncs are often a sign of poor internet connectivity or high latency between players.