Choose Network Model
30 minutesEvaluate lockstep, state sync, and rollback models based on genre latency requirements and player count.
Field context
This workflow is part of 4 niche fields
Complete guide for multiplayer networking basics — step-by-step workflow, tools, checklist, and expert tips to get started.
Evaluate lockstep, state sync, and rollback models based on genre latency requirements and player count.
Set server tick rate, calculate bandwidth per tick, and implement authoritative game state.
Implement client-side prediction and reconciliation, tuning frame time against server tick intervals.
Simulate matchmaking scenarios, stress-test with artificial latency, and validate MMR distribution.
Key benchmarks for multiplayer networking basics.
| Model | Latency Tolerance | Examples |
|---|---|---|
| Lockstep | Low | Fighting games |
| State sync | Medium | Most action |
| Rollback | Low online | Fighting, platformer |
Never trust the client for game-critical state — cheating and desync follow immediately.
Higher tick rate reduces latency but doubles bandwidth — profile before increasing past 30 Hz.
Use artificial latency in dev builds — LAN-only testing hides 90% of multiplayer bugs.