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Dolphin, the GameCube and Wii emulator - Forums › Dolphin Emulator Discussion and Support › Development Discussion v
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A realistic way to have rollback netcode on Dolphin
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A realistic way to have rollback netcode on Dolphin
11-01-2021, 05:10 AM
#1
LittleCoaks Offline
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So i'll preface this by saying that while i've spent a considerable amount of time trying to learn how rollback works, i am not an expert by any means.

Typically whenever rollback is mentioned on these forums, the response is usually along the lines of "Dolphin would use savestates, but Dolphin's savestates are too slow." To my knowledge, Slippi gets around this by only saving areas of memory that are important to preserve the game state, while not saving other information that is not needed.

So the way i see it, unless some other revolutionary technique to making rollback is thought of (like a way to make current savestates save/load faster than ~16 ms), the most realistic way i can see rollback getting incorporated into Dolphin would be that Dolphin would have a pre-built general rollback structure made, which already knows how to handle everything that rollback normally does. Then, for any game that wants to utilize rollback, that game's community would have to provide the important memory addresses to be used in the savestates in rollback. It for sure isn't a great solution, but as far as i can tell, it's the most realistic way it can get accomplished.

That being said, for those who know way more about this than i do, i'd love to hear thoughts on this. Is there a more realistic way for this to be accomplished, or is there still problems with this method as well? Thanks
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11-18-2021, 04:02 AM
#2
doctorsc1ence Offline
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I know that when the slippi devs talked about it they said that they were able to achieve it because the game logic was already uncoupled from the graphics/rendering of the game. I saw a video where they said that seeing the super speed modes in Melee demonstrated that the game was able to run multiple frames of logic in the background while only rendering at the normal frame rate, and they were able to engineer it from there.

If there was anyway to make this happen it would be amazing, we run Tatsunoko vs Capcom online all the time so we would love it see it happen.
However, I'm not a programmer so I don't really understand how high of a technical hurdle it would be, though I am trying.
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