Topic: How do I improve UFE's netcode so that it is as good Fantasy Strike's?
I sent several friends a build of my current UFE Project to try out the netcode and it felt awful (with 80 ping). If I add a lot of delay frames, there is no visual noise, but I want it to be able to play well with no delay frames. I play matches in Fantasy Strike with 150 ping and it feels offline, I don't see rollbacks and Fantasy Strike doesn't use delay frames.
How can I replicate such a good netcode?
I've seen that implementing GGPO in Unity is possible, but how would I go around implementing it with UFE?
github.com/HouraiTeahouse/Backroll
Thanks!