JoJo’s Bizarre Adventure: All Star Battle R Switch Performance Detailed, No Rollback Netcode

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Jotaro Kujo JoJo's Bizarre Adventure: All Star Battle R
Image: Bandai Namco / via Steam

Banda Namco has published a Q&A segment with Kentaro Matano, producer of the upcoming beat ’em up remaster JoJo’s Bizarre Adventure: All Star Battle R. In the post, Matano confirms a number of things about this rerelease, including the lack of a high-regarded featuring which is sure to disappoint fighting game fans.

While Matano has confirmed that the game will have 50 characters, with 44 announced and a further six to be revealed, and there will be six different modes to play at launch — All-Star Battle, Arcade, Versus, Online, Practice and Customize — he also revealed that the game will not be using rollback netcode.

Specifically, Mantano states “JoJo’s Bizarre Adventure: All-Star Battle R will not utilize rollback netcode, and there are no plans to implement it at this time.” Rollback netcode is the preferred choice for online fighting game fans, as it treats both players’ inputs as if they were playing locally or offline, while it treats their opponent as a remote player. It’s much smoother and snappier than delay-based, which is what All Star Battle R will likely be using. Ricky “Infil” Pusch’s article on netcode gives a far better explanation than we ever could, so check that out.

Many fans who are currently playing the Early Access demo on PS4 and PS5 are already reporting netplay issues online.

The Q&A also reveals the beat ’em up’s resolution and framerate on Switch. Handheld, the resolution will be at 1280×720, while docked it’ll be 1920×1080 — both of which are pretty standard. The framerate, however, will be capped at 30fps.

You can read the full Q&A with Kentaro Matano below ahead of the game’s 2nd September launch. In the meantime, let us know how you feel about the lack of rollback in JoJo’s Bizarre Adventure: All Star Battle R in the comments!

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