
SF6 has the option to set your opponent’s costume as the default one during online play since some costumes can be a bit distracting. This applies to roa2 and while not all players feel this, some including myself perform much worse when an opponent uses a complex/distracting skin (mecha lox, mecha kragg, etc)

The devs stated this isn’t a planned feature. A lot of the skins have elements that need to be synced between both player’s games and it would require a large re-engineering of the online system to get working.

@SoapDrinker I don’t understand… Elements that need to be synced between both players games? Wouldn’t you sync like… Metadata that then gets rendered/recalculated on the player-side? Not doubting you just surprised. Did they say this was the issue somewhere?

@SophisticatedDiagram426 Dan went over some of the back end issues on one the dev streams. Whatever they have generating those visual elements seem to need parity or they desync. I guess retrofitting that feature is harder then making the netcode with that to begin with. From a business standpoint I think they also want people to see the skins they’ve made.

Is it like rng-affecting or something? Doesn’t make sense.

@IntelligentNitrogen904 With state based rollback and servers changing models sometimes cause desyncs in a number of games.

Wrong stream or timestamp

Right stream, wrong time stamp. Fixed it now.

Is it illegal to ask why bubbles/feathers/etc. are linked to the game state? That really seems like it should be client-side stuff

It’s possible it could be looked at with future optimization passeds server side. I don’t know much beyond what they’ve stated. Something between snap net and rivals 2 currently needs skins synced. I’m not sure how much they would have to change between the game and the servers to make a feature like that work.
i hate skins and custom effects, they nearly crash my game especially kill effects