8 Frames in 16ms: Rollback Networking in Mortal Kombat and Injustice 2
In this 2018 GDC talk, Netherrealm Games' Michael Stallone describes the drastic engine changes, optimizations, and tools that are involved in rolling back and simulating up to 8 game frames in 16ms in games like Mortal Kombat and Injustice 2. Register for GDC: https://ubm.io/2yWXW38 Join the GDC mailing list: http://www.gdconf.com/subscribe Follow GDC on Twitter: / official_gdc GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.

▶︎
30 Things I Hate About Your Game Pitch

▶︎
Extreme SIMD: Optimized Collision Detection in Titanfall

▶︎
Analysis: Why Rollback Netcode Is Better

▶︎
AI-driven Dynamic Dialog through Fuzzy Pattern Matching

▶︎
Making NATO and the Soviets hate me equally

▶︎
How to Survive in Gamedev for Eleven Years Without a Hit

▶︎
Why Dark Souls Is The 'Ikea' Of Games

▶︎
China’s Secret | The Most Unbelievable Megaprojects in China | 4K Travel Documentary

▶︎
How Rockstar fit an entire city into PlayStation 2 memory

▶︎
The Freedom Fallacy: Understanding "Player Autonomy" in Game Design

▶︎
Marvel's Spider-Man: A Technical Postmortem

▶︎
Ocean Waves for Deep Sleep LIVE 🌊 Rolling Waves & Dark Screen Reduce Anxiety, Stress & Sleep Aid

▶︎
INJUSTICE 1 TOP 8 at Combo Breaker 2026 Was INSANE! | Hype Matches, Nostalgia & Legendary Sets

▶︎
The Early Days of id Software

▶︎
Rules of the Game: Five Techniques from Quite Inventive Designers

▶︎
EVO 2017: GGPO PANEL

▶︎
Mortal Kombat 1 Ports - Angry Video Game Nerd (AVGN)

▶︎
50 Game Camera Mistakes

▶︎
09 to '19: A Decade of Approachability in Fighting Games

▶︎
