https://twitter.com/ParsecTeam/status/1425206344467034113
The Parsec folks are good people but I'm still a little worried.
On the client side at least a lot of what Parsec was leveraging seemed to be built on webrtc, so there's a lot of potential for similar things to come along I think.
Rollback is as you say, if the game loses connection with your opponent, rollback 1) uses your opponent’s past actions to predict what they will do next and then presents that to you as if they did it then 2) when the connection is restored, reconcile (if necessary) the difference between what your opponent actually did with what it predicted, rolling back if needed.
You can dynamically tune M and N based on measured loss rates and RTT.
The main thing is that it's an open(ish) standard built around peer-to-peer low latency connections, with a lot of software already built up around using it.
[edit] Ah I guess I'm wrong they use a proprietary thing outside the browser after all that they call BUD. https://blog.parsec.app/game-streaming-tech-in-the-browser-w...
Still I suspect that there's some cross-pollination there.
More details: https://support.parsec.app/hc/en-us/articles/360045797752-Re...