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Should Dolphin Be Using Rollback for Netplay?? - Printable Version +- Dolphin, the GameCube and Wii emulator - Forums (https://forums.dolphin-emu.org) +-- Forum: Dolphin Emulator Discussion and Support (https://forums.dolphin-emu.org/Forum-dolphin-emulator-discussion-and-support) +--- Forum: General Discussion (https://forums.dolphin-emu.org/Forum-general-discussion) +--- Thread: Should Dolphin Be Using Rollback for Netplay?? (/Thread-should-dolphin-be-using-rollback-for-netplay) |
Should Dolphin Be Using Rollback for Netplay?? - Smashbro29 - 07-22-2015 http://skullgirls.com/2011/09/skullgirls-ggpo-and-you/ This explains why rollback is very important to emulating the offline experience, as someone that plays smash on netplay even the option to use such a feature would be very welcome. RE: Should Dolphin Be Using Rollback for Netplay?? - Smashbro29 - 02-03-2016 I can't believe this didn't gain any traction. RE: Should Dolphin Be Using Rollback for Netplay?? - Helios - 02-04-2016 Because you don't know how Dolphin's netplay works or why it desyncs in the first place =o RE: Should Dolphin Be Using Rollback for Netplay?? - Fiora - 02-04-2016 Doing rollback with an emulator would require constant savestating (once per frame) and then, to do a rollback, reloading the save, re-emulating all the inputs, and trying to catch back up as quickly as possible. It would at the very least require an extremely fast computer and would probably introduce a lot of stutter because the "catching up" isn't instant like it would be in a non-emulated game. RE: Should Dolphin Be Using Rollback for Netplay?? - JMC47 - 02-04-2016 This didn't get any reaction because it's been discussed to death before. Please wait in line behind the other people who have suggested it .We attempted to implement this a while ago, it's not feasible for GameCube/Wii yet. |