Editing Online desynchronization

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A common error noted in replays is that they may "desync" over time; the effects vary, though among the most common are actions occurring that did not previously occur, excessive lag followed by significantly increased playback speed, and the replay abruptly ending. With the Pokémon Trainer, particularly unusual effects can occur, such as him sending out a Pokémon which never loads or leaves the revival platform. Replays of Wi-Fi matches are more likely to desync than local matches due to the frequent lag experienced in games, but local replays can also be subject to the problem. The cause of "desyncs" is unknown, though it is speculated it has to do with save data of replays becoming corrupted by some outside factor. In addition, it is possible for a replay that plays fine to randomly desynchronize when played again, and after some tries, play correctly again. These desyncs are possible because the replay is not a video file, but every input being recreated in real time.
A common error noted in replays is that they may "desync" over time; the effects vary, though among the most common are actions occurring that did not previously occur, excessive lag followed by significantly increased playback speed, and the replay abruptly ending. With the Pokémon Trainer, particularly unusual effects can occur, such as him sending out a Pokémon which never loads or leaves the revival platform. Replays of Wi-Fi matches are more likely to desync than local matches due to the frequent lag experienced in games, but local replays can also be subject to the problem. The cause of "desyncs" is unknown, though it is speculated it has to do with save data of replays becoming corrupted by some outside factor. In addition, it is possible for a replay that plays fine to randomly desynchronize when played again, and after some tries, play correctly again. These desyncs are possible because the replay is not a video file, but every input being recreated in real time.


''Smash 4'' and ''Ultimate'' introduced an additional issue of gameplay altering post-launch updates. Because replays are still real time recreations, any fighter adjustment will make desyncs inevitable. [[Nintendo]] addressed this issue by simply not allowing replays made before the current version of the game to be viewable. Nintendo often announces updates several days to several weeks in advance and always advises players to convert replays into video files if they wish to keep them.
''Smash 4'' and ''Ultimate'' introduced an additional issue of gameplay altering postgame updates. Because replays are still real time recreations, any fighter adjustment will make desyncs inevitable. [[Nintendo]] addressed this issue by simply not allowing replays made before the current version of the game to be viewable. Nintendo often announces updates several days to several weeks in advance and always advises players to convert replays into video files if they wish to keep them.


==Stage desynchronization==
==Stage desynchronization==

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