The Mathematics of Network Synchronization
In multiplayer retro emulation, deterministic execution requires that every console calculate identical random numbers, sprite collisions, and memory states. When two handhelds communicate over 802.11 Wi-Fi, transmission delay creates a temporal gap between button actuation and state resolution.
If you set Frame Delay too low (e.g., 1 frame on a 60ms ping connection), incoming player input packets will arrive after the current frame has already begun rendering. The emulator has no choice but to pause execution, freezing both video and audio until the packet arrives.
Rollback decouples rendering from network latency. The local emulator runs at 0ms delay. When remote packets arrive with unexpected inputs, the emulator loads a previous save state, simulates the missing frames in a single CPU burst, and snaps to the true synchronized state seamlessly.