With the official Rollback update, the PC version now allows you to toggle between Rollback and Delay-based netcode. For the lowest latency, you must choose Rollback and optimize the Unreal Engine 4 back-end to ensure the “Rollback Frames” don’t cause visual teleporting or input drops.
File Path
The local configuration is found in the AppData local cache.
%LOCALAPPDATA%\RED\Saved\Config\WindowsNoEditor\Engine.ini
Technical Note: To truly unlock low latency, you must disable Windows Fullscreen Optimizations. Right-click RED-Win64-Shipping.exe in your game folder, go to Properties > Compatibility, and check Disable fullscreen optimizations. This reduces the DWM (Desktop Window Manager) buffer by approximately $1\text{–}2$ frames ($16\text{–}32\text{ms}$).
Optimized “Competitive Netplay” Configuration Block
Add these values to the [SystemSettings] section. These tweaks focus on “Frame Pacing,” which is critical for Rollback stability.
| Parameter | Recommended Value | Technical Purpose |
r.Vsync | 0 | Mandatory. Native VSync adds significant input lag. |
r.LagFreeSync | 1 | Forces the engine to synchronize frames as late as possible. |
r.CreateShadersOnLoad | 1 | Prevents “mid-combo” stutters caused by shader compilation. |
r.FinishCurrentFrame | 0 | Allows the CPU to queue the next frame without waiting for the GPU. |
r.GTSyncType | 1 | Optimizes the timing between the Game Thread and Render Thread. |
[SystemSettings]
r.VSync=0
r.LagFreeSync=1
r.CreateShadersOnLoad=1
r.GTSyncType=1
r.FinishCurrentFrame=0
r.OneFrameThreadLag=1
r.DepthOfFieldQuality=0
r.SceneColorFringeQuality=0
r.BloomQuality=0
r.PostProcessAAQuality=0 ; Disables blurry TAA for cleaner visual reads
HowTo: Engineering the Ultimate Low-Latency Setup
Follow these GameEngineer.net steps to dominate the 2026 ranked ladders:
- The “2-Frame Delay” Training: In Training Mode, go to Network Settings and set the Frame Delay to
2. This mimics the average Rollback environment, ensuring your muscle memory for combos remains consistent when you go online. - NVIDIA Reflex / Low Latency Mode: In the NVIDIA Control Panel, set Low Latency Mode to Ultra. This replaces the game’s internal frame queue, reducing latency at the driver level.
- The “Uncrowded” Lobby Fix: Lobbies with 64 players can cause CPU spikes that interfere with match stability. Always join a less populated lobby to ensure your background network threads have maximum CPU priority during a match.
- Wired Connection (Full Duplex): Fighting games are highly sensitive to packet jitter. Even 5GHz Wi-Fi is “Half-Duplex” (cannot send/receive simultaneously). Use an Ethernet cable to ensure your Rollback packets ($P_{sync}$) are delivered instantly.
- Anti-Cheat Priority: DBFZ uses Easy Anti-Cheat (EAC). If you experience “stutters” during character intros, open Task Manager while the game is running, find
RED-Win64-Shipping.exe, and set its Priority to High.
Technical Explanation: Rollback Frames and Thread Timing
In Rollback Netcode, the game predicts your opponent’s inputs. If the prediction is wrong, the engine “rolls back” the game state to the last verified frame and re-simulates the correct state in a single frame ($T_{rollback} < 16.6\text{ms}$).
By setting r.GTSyncType=1 and r.CreateShadersOnLoad=1, we ensure that the CPU has zero “wait time” for assets. If a shader or a texture is being loaded during a rollback event, it can cause the simulation to fail, resulting in a “teleporting” character or a disconnected match. Our configuration ensures the CPU is entirely dedicated to the Game Thread, allowing it to execute those rollback corrections instantly without hitting a frame-time ceiling.