Hey all, just posting a quick question to see whether these desync issues can be fixed.
My friend is in Spain, I'm in the UK. We've played SSBM over netplay before on the experimental dc-netplay 4.0-262 build; it literally ran at 100% speed on the vast majority of levels with 2 CPU players with absolutely no desyncs whatsoever, regardless of length of time. Needless to say I'm over the moon about that!
The problem is with Soul Calibur 2. On that particular build, both of us have the same problem in regards to a bunch of unknown opcodes. This happened even in single player and choosing between OpenGL and D3D11 made no difference (although OpenGL seemed to have held the errors back for longer, but never completely).
I downloaded the latest stable version of Dolphin, and these errors have never popped up since for either of us. However, when we connect, we desync literally within 2 minutes. We've tested with dual core on / off (not sure if the dc-netplay changes have been merged into the master builds), no memory cards at all (one action replay code to have everything unlocked, just as we did for SSBM), a pad buffer of 10, 15 and 20 (same desync times); alas, we can't finish a single match without desyncing.
We both run at 100% speed with dual core enabled and about 80%+ on single core mode depending on the stage (100% on the one we tested).
I'm not sure about his build, but in terms of performance it's pretty much identical to mine. My own build is:
i7-2600K @ 3.40 Ghz
GTX 570
8GB RAM
Windows 7 x64
Both of us running the same OS and 64 bit versions of all Dolphin builds.
We haven't actually tested SSBM on 4.0.1 yet, just wondering if anyone has any ideas because judging from the netplay guide and comments on this forum, there's a lot of confidence behind the netplay code (and rightfully so, I'm still gobsmacked).
Thanks!
The problem is with Soul Calibur 2. On that particular build, both of us have the same problem in regards to a bunch of unknown opcodes. This happened even in single player and choosing between OpenGL and D3D11 made no difference (although OpenGL seemed to have held the errors back for longer, but never completely).
I downloaded the latest stable version of Dolphin, and these errors have never popped up since for either of us. However, when we connect, we desync literally within 2 minutes. We've tested with dual core on / off (not sure if the dc-netplay changes have been merged into the master builds), no memory cards at all (one action replay code to have everything unlocked, just as we did for SSBM), a pad buffer of 10, 15 and 20 (same desync times); alas, we can't finish a single match without desyncing.
We both run at 100% speed with dual core enabled and about 80%+ on single core mode depending on the stage (100% on the one we tested).
I'm not sure about his build, but in terms of performance it's pretty much identical to mine. My own build is:
i7-2600K @ 3.40 Ghz
GTX 570
8GB RAM
Windows 7 x64
Both of us running the same OS and 64 bit versions of all Dolphin builds.
We haven't actually tested SSBM on 4.0.1 yet, just wondering if anyone has any ideas because judging from the netplay guide and comments on this forum, there's a lot of confidence behind the netplay code (and rightfully so, I'm still gobsmacked).
Thanks!