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Me and my friend tried playing Super Smash Bros. Melee using netplay the other day with Dolphin 4012. We both have no problems running the game at all. When we started a netplay game, though, the FPS dropped to like 10.

The netplay in previous versions didn't lag like that at all, anyone know the problem?
1: Odds are your internet connection
2: Different Computers @ Different Speeds
3: Netplay is buggy
4: Still Under development
5: & A vary small Priority ^^

Keep in mind that you're are trying to participate in "Netplay" on an emulator that is still under development.

My advise to you is to stick to
Quote:The netplay in previous versions didn't lag like that at all
lol nice counting diddy and btw ethernet = lag
LMAO Big Grin
I was that friend he tried playing with. We both have < 100ms ping with the other, and at least I have 8mbps DL speeds and 300kbps upload. I live in South Florida, he lives somewhere else in Florida. Our computers are basically:

His:
E8500 stock clocks [3.16Ghz duo I think]
4GB RAM
9800GT or 9800GTX

Mine:
E8400 OCd [to 3.4Ghz duo]
4GB RAM
9600GT

When we play SSB64 netplay we have no problems. I proposed its that Dolphin, at least 4012, didn't put in a frame delay. We need a 2 or 3 frame button delay to get 60FPS [most people do], but the netplay said that there was only a 1 frame delay.

Previous version he's talking about was a Dolphin with a Kaillera hack that desynched constantly.
thing is with netplay
netplay syncs every frame
which slows down stuff alot.
its the safest way to avoid out of syncs :/
It is the safest and easiest way, but most netplay clients are capable of doing frame delays without desynching for a while. Project64k can take 2 or 3 Smash64 matches before desynching, sometimes more sometimes less. Mupen64k is just a little better. Mupen++ or something does not desynch at all ever, except maybe after 30 minutes. When the packet doesn't arrive in time the game suffers an FPS drop, the expected frame delay is calculated using the ping before the game starts. Computer related FPS drops don't cause desynchs either in these emulators.

That "kaillera hack" thing would desynch in less than a minute, which was unplayable. But the Dolphin team is unrelated to that so I might as well not bring it up again.

The main problem with netplay theoretically desynch-wise are random numbers. In Smash64 there was no issue with random numbers sans random stage select, probably because the N64 has no internal clock. But GCN games may, for example, get the random seed from the system's clock, so that has to be synced up for example. Not to mention it may have more accurate counters probably that the only way you'd be able to sync random stuff is to have it precoded into Dolphin, which is very hacky.

I'd try working on it, but I don't know C++ [only C#, Java, PHP], emulation theory or anything related in general, and I just can't be assed to learn both. Tongue
netplay is currently in the "sucks" category. not really usable. Smile
Not to mention it still desynchs going frame by frame. XD
(08-29-2009, 07:09 AM)Supe Wrote: [ -> ]Not to mention it still desynchs going frame by frame. XD
rarely for me
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