Multiplayer Engineering

Rocket Rumble

NetcodeMultiplayerOptimisation
Rocket Rumble Beta to Live ops
Project overview

Joined during a rocky beta where the netcode was the top complaint, rebuilt the replication layer, and stayed through launch to keep matches smooth at scale.

1 The challenge

Existing netcode capped matches at 16 players with visible rubber-banding above 80ms.

2 What we did

Rewrote the replication layer with delta-compressed snapshots and client-side prediction tuned for vehicular physics.

3 The result

64-player matches now hold under 20ms average latency on live servers.

Gallery

Rocket Rumble — gallery 1
Rocket Rumble — gallery 2
Rocket Rumble — gallery 3

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