Dolphin, the GameCube and Wii emulator - Forums

Full Version: Netplay - Questions for Devs or Experts
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
Pages: 1 2
(05-31-2012, 05:34 AM)Billiard26 Wrote: [ -> ]Have you tried DSP LLE?

Hi Billiard26. As in Mather of fact, i am right now testing it, my friend just finished the dump of the files from his console (i can't dump mines don't know why), and i have some VERY interesting results. It appears that now, ALL games can sync in dual core perfectly using DSP LLE, BUT, one problem still remains, doesn't Mather the PAD buffer i use, of if i use single core / dual core / HLE / LLE: Sometimes, the keys aren't delivered correctly, making a desync due to the keys not being delivered in time / applied correctly (i don't really know what happens).

This picture i posted before, shows the exact problem: http://imageshack.us/photo/my-images/819/20120529224455.jpg/

Player One Pressed Boost, but all other machines didn't reacted.

I mean, i don't really know if this can be caused by any other thing but, it could be just a simple bug in the netplay / dolphin itself?

By the way, i guess that HLE is well, totally unreliable for netplay after all unlike i've read somewhere. It can make the game go nuts, even in Single Core mode.

Again, thank you for your time reading this gigantic posts Smile

EDIT:
Just some more findings! I think it's actually the throttling Netplay uses to keep them synced the cause! I forced one of my dolphins to slow down, by opening other applications, and the desync shortly after occurred. The problem is that when the game can't reach full speed, the pads aren't being delivered correctly, thats at least what it's looking like. Any small disturbance to dolphin can make the game desync due to that.
You've tried DSP LLE with Single Core (with DSP on thread OFF)?
Also, pause the game before you take a screenshot. (oh, I guess you have)
(05-31-2012, 10:05 AM)Billiard26 Wrote: [ -> ]You've tried DSP LLE with Single Core (with DSP on thread OFF)?
Also, pause the game before you take a screenshot. (oh, I guess you have)

Yes i did try all that too, i've been testing it till now online with my friend and locally on my computer, it just seems that dolphin will sometimes miss the keys, i just don't really have a clue why.

Tested with all possible setings, but sometimes the emulator will just skip the actions, causing an overall desync.
Sorry for the double post again. I've completed all series of tests now. It takes 1 to 2 days to properly test it, since the desync doesn't occur immediately after game launch. it can take a very long while for it to desync.

I Tested The following Settings: Single Core with Idle Skipping ON / OFF, DSP LLE On Thread and Off Thread, All Graphic plugins, GCPAD With Background input On and Off. Every single time, it appears that the game will skip a key or so, specially in Key Sensitive games like Sonic Riders. Less sensitive games like Sonic Adventure 2 Battle, will still have a chance of not desync completely.

The picture i posted before with Sonic Riders (Amy bosting). After unpause, the game simply desynced because of the players difference. However, In Sonc Adventure 2 Battle the story is another. I tested passing a few levels in single player (but me with one dolphin opened, in the safest settings possible, and my friend to with the same settigns, meaning, Single Core, Idle Skipping Off, DSP LLE Off Thread, memory cards just synced, game was obviously running under full speed due to the performance hit DSP LLE takes on Thread), and, even thought in my computer and in his computer i reached the goal, a small desync occurred somewhere.

In My Results page i got 133 Rings, but on His i only got 131 Rings. Time was the same, but rings where different by that small amount. This means, if were playing sonic riders a major desync would have probably happened, but since SA2B is less sensitive, the desync didn't happen. We tested several times, and did one test with DSP LLE On Thread (so we could run the game always at full speed), but after some levels, we saw the same result. Somehow, somewhere some rings were missed.

I Hope this can help you track whats wrong. Sorry again for the double post and thank you for your attention.

PS: I Tested With the "official" 683 Revision, And also an Optimized 413 One. The same results where observed in both emulators.
Pages: 1 2