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
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