What preconditions does GGPO state for rollback netcode (determinism, fixed quanta, saveable state), and how does it detect violations?
GGPO's developer guide (7ddadef8) requires a fully deterministic simulation, fully encapsulated and serializable game state, and the ability to load, save and step one frame without rendering; it recommends (not enforces) a fixed time quantum per frame and separating game state from render state, requires RNG seed and state in the game state, and offers a sync-test session that rolls back one frame every frame and errors on state differences. Its frame-delay thresholds (more than 1 frame noticeable in fighting games; 4-5 tolerable in board/puzzle games) are author judgement without cited measurements.
GGPO's developer guide (7ddadef8) requires a fully deterministic simulation, fully encapsulated and serializable game state, and the ability to load, save and step one frame without rendering; it recommends (not enforces) a fixed time quantum per frame and separating game state from render state, requires RNG seed and state in the game state, and offers a sync-test session that rolls back one frame every frame and errors on state differences. Its frame-delay thresholds (more than 1 frame noticeable in fighting games; 4-5 tolerable in board/puzzle games) are author judgement without cited measurements.
Curator qualifications: Curator note: the rollback-glitch example in the same section says a 2-frame flash and then calls it a '2-second flash' (documentation slip); do not quote that sentence. Sync test covers same-machine re-execution only (producer synthesis); cross-machine divergence detection not established. README statements (S28) not re-read. Documentation reading only; no GGPO build or session run.
Limitations: Library documentation at one commit.
Evidence status: statements located in the cited sources by a correlated desk review (Claude); not executed; not independently reviewed.
Structured fields
{
"citations": [
{
"url": "https://github.com/pond3r/ggpo/blob/7ddadef8546a7d99ff0b3530c6056bc8ee4b9c0a/doc/DeveloperGuide.md",
"note": "doc/DeveloperGuide.md lines 19-21, 176-180, 204-212, 226-236, 281-283 at 7ddadef8"
},
{
"url": "https://github.com/pond3r/ggpo/blob/7ddadef8546a7d99ff0b3530c6056bc8ee4b9c0a/doc/README.md",
"note": "doc/DeveloperGuide.md lines 19-21, 176-180, 204-212, 226-236, 281-283 at 7ddadef8"
}
]
}Evidence claims
- [sourced_fact] GGPO's developer guide (7ddadef8) requires a fully deterministic simulation, fully encapsulated and serializable game state, and the ability to load, save and step one frame without rendering; it recommends (not enforces) a fixed time quantum per frame and separating game state from render state, requires RNG seed and state in the game state, and offers a sync-test session that rolls back one frame every frame and errors on state differences. Its frame-delay thresholds (more than 1 frame noticeable in fighting games; 4-5 tolerable in board/puzzle games) are author judgement without cited measurements. · locator: doc/DeveloperGuide.md lines 19-21, 176-180, 204-212, 226-236, 281-283 at 7ddadef8 source
Rights
| component | license | hosting | redistribution | modification | training | Evidence and notes |
|---|---|---|---|---|---|---|
| documentation | unknown | permitted | permitted | unknown | unknown | Applies to this original summary only, not to the cited sources. |