
Please, please, please for the love of God, please implement a rollback prediction cap that freezes when it’s exceeded. It’s not fair to have a match going perfectly fine, then suddenly have the game freeze for a full two seconds, and then lose for that. It’s not fair no matter who it happens to. Please fix this.

This should not be an issue if you have a decent connection to the server you are playing on. your opponent could have 20 roll back frames and you couldn’t care less, because neither you nor the server will be affected by it. But i have experienced the freezes you mention as well and i think there is a deeper issue here thats causing them.

I’m certain it’s an issue with connection to the server, but it appears to always be a one-sided blip. I’ve had this happen to me too many times to count, but I’ve also seen it happen to my opponent before as well, you can tell because they’ll continue to hold their previous inputs for several seconds, which usually results in an SD.
If it’s a connection blip, the reason it happens like this is because there’s no cap on prediction frames since the server is the source of truth. If the server doesn’t get an update from your end, it will keep going for as long as it takes and assume you’re just holding your last inputs.
Most rollback systems that work on a 2-4 player basis have a cap on predicted frames, so this is almost certainly a side-effect of using a rollback framework that’s designed for large lobby shooters. Why it usually presents itself as a lengthy freeze, I have no idea. You’d think the game would continue to function fine on your end while presenting whatever it thinks your opponent was doing, but apparently that’s not how it works for some reason. In one way, that’s better, because I’d prefer the game didn’t lie to me. Regardless, removing this issue entirely would be preferable. It doesn’t have to be a crazy cap, something like 20 frames and then the server freezes would be more than enough.

i get what you mean but this still is a connection hickup between one player and the server. If there was a cap that would make the game freeze for both players it could be abused, just like people abuse a p2p rollback implementation in other fighting games. Lag switches are real and are used more often than you would think.
So instead of making an abusable cap they should identify the root issue, but i fear that it might be out of their hands and must be attributed to routing issue.