Q: How are online games like Street Fighter 6 able to synchronize inputs from two players at a high frame rate? (60fps)

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  • GameNetworkingResources

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  • ggpo

    Good Game, Peace Out Rollback Network SDK

  • As mentioned in the top comment, rollback and client side prediction is key. One of the more robust and popular libraries that do this specifically for fighting games is GGPO. When it was opened sourced a few years ago it was a fairly big deal as games that used it felt great. Larger studios have their own libraries but the concept is the same. Its worth a look through if you want to implement something on your own.

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    The modern identity platform for B2B SaaS. The APIs are flexible and easy-to-use, supporting authentication, user identity, and complex enterprise features like SSO and SCIM provisioning.

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  • netplayjs

    Make P2P multiplayer browser games, no server hosting or synchronization code required. Powered by rollback netcode + WebRTC.

  • Since you come from a web background check this JS rollback library: https://github.com/rameshvarun/netplayjs

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