Can confirm parsec for fighting games is super doable, but requires hosting it on cloud infrastructure to make it super solid and reliable.
A lot of folks in the Marvel 3/DBFZ/Guilty Gear scene started using it because the delay netcode in those games is buttcheeks.
Still never going to be as good as rollback netcode (as Jeff pointed out, you start hitting a speed of light issue, and the only way we currently have to address that is a predictive layer in the netcode) but for games that are already out and stuck with delay code... it's pretty dang good.
(also if you and opponent don't both live fairly near a server base it can be a problem, the california folks do not have that issue though)
As someone who loves stories from games like The Sims/Dwarf Fortress/Crusader Kings etc, but doesn't usually have the time to take in a full session, I super appreciate this!
It's the joy of having someone recount all the wild stuff that happened over the course of a whole day in a few minutes, I'm all for it!
Ultra Fight Da Kyanta 2 is so good, if you didn't catch the AnimEVO stream of it, the two commentators actually cosplayed characters from the game, and the game's creator later made fan art of the cosplays, it ruled.
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