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Rematch Netcode 2.0 Beta Update Adds 3 Input Delay Profiles

A 67ms option prioritizes consistency for very high-ping connections, while the default Standard profile uses 50ms.

Rematch’s Netcode 2.0 beta now offers 3 input-delay profiles, letting players choose between quicker input and more time for network consistency. Update 1 is dated November 6, 2026, and Sloclap still tentatively plans to release Netcode 2.0 in December, according to its November 6 Steam update.

The first beta’s fixed 50ms delay gives way to Prioritize Consistency at 67ms, Standard at 50ms, and Prioritize Reactivity at 33ms. Standard is the default. Sloclap says it should provide good network conditions for players with ping up to and slightly above 100ms. For extremely high ping, particularly when playing on a distant server, the studio recommends trying Prioritize Consistency.

New HUD icons flag high latency, inconsistent ping, and packet loss, both for your connection and beside other players’ nameplates. The HUD also shows your selected delay profile, and the options menu now lets you resize other players’ nameplates. Sloclap will disable the beta-only Visual Logger for the weekend after the update, then reactivate it next Monday so players can assess game feel without its performance cost. The beta is available through the Rematch Beta Test app in the Steam Library, and players can send feedback through Feature Upvote.

Patch Notes for Rematch Netcode 2.0 Beta Update 1

Technical Notes

Visual Logger Optimization

Visual Logger, a debugging tool that gives us a detailed rundown of how bugs and issues happen, is crucial for us to stabilize the game. We understand the frustration behind the performance loss caused by this system and are continuously working to reduce its impact, but it gives us invaluable information. Visual Logger is only enabled in the Beta and will never be added to the live version of the game.

Visual Logger will be disabled this weekend after the update, so we can have your feedback about the actual feel of the game without this extra performance hit. It will then be reactivated next Monday.

Core Gameplay Improvements

Network Consistency Settings

Input delay allows much more consistent network conditions, but not all players need the same amount of delay to compensate for their ping.

  • A new setting allows you to choose between three input delay profiles:
    • Prioritize Consistency (67ms)
    • Standard (50ms, set by default)
    • Prioritize Reactivity (33ms)

Netcode 2.0 with the Standard input delay setting should provide good network conditions for all players with ping up to and slightly over 100ms. If you play on servers very far from you and have extremely high ping, you might see a degraded experience and should consider switching to Prioritize Consistency to make the game more consistent.

HUD Update (network info)

  • New icons have been added to the top right of the HUD to show your network conditions:
    • High latency
    • Inconsistent ping
    • Packet loss
  • You can now also see these icons next to other players’ nameplates
  • A new indicator in the top right of the HUD shows your selected Network Consistency setting

Nameplates

  • Added a new setting in the options menu that allows you to resize other players’ nameplates

Bugfixes

  • Fixed an issue where the player would sometimes not accelerate properly after a standing tackle
  • Fixed an issue where the ball would be deflected if Defense Mode was triggered right after some Push Ball actions or Extra Effort
  • Fixed an issue where the player could snap into a volley when shooting right after landing from a Defense Mode dive
  • Fixed a visual issue where the shooting animation would sometimes not transition correctly to Defense Mode
  • Fixed an issue where communication was disabled during some abilities
  • Fixed an issue where a volley input during Extra Effort was canceled by the player’s own deflect
  • Fixed an issue where the Goalkeeper’s catch effect could play twice when diving on a dribbling player in close contact
  • Fixed an issue where short lob tap would sometimes not trigger correctly
  • Fixed an issue where Goalkeeper regular dives would sometimes not trigger correctly
  • Fixed an issue where the ball could snap back to the player’s foot when shooting right after an Extra Effort push
  • Fixed an issue where some badges were not displayed on the Collection page
  • Tick order reorganized to gain an extra frame in input reactivity

Known Issues

  • Goalkeeper catch and deflect may visually displace the ball at the start of their tackle animation
  • Some volley actions canceled by another player do not show a cancel animation or sound
  • Push Balls are sometimes performed instead of a dribble when triggered on ball control
  • The ball can sometimes freeze after a Goalkeeper catch, then roll back to the attacker’s feet

Which of the 3 input-delay profiles best fits the connection tradeoff you want? For updates on the beta’s network changes and its tentative December timing, stay connected on X, Bluesky, YouTube, Instagram, Steam, and Telegram.

Rematch

Control one player on your team and compete in fast-paced 5v5 matches from an immersive third-person perspective. Team up with your friends and join the action.

  • Genre Sport, Indie
  • Platforms Xbox Series X|S, PC (Microsoft Windows), PlayStation 5
  • Perspective Third person
  • Modes Multiplayer, Co-operative
  • Release June 19, 2025
  • Publisher Sloclap, Kepler Interactive
  • Age Rating ESRB EPEGI 12USK 0ACB GGRAC ALLCLASS_IND L

Bojan Kicevski

Hey! I am Bojan Kicevski, and I am super excited to be working on this website together with my parents!!! I am still a kid, so please don't judge me!!! <3

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