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Old 09 September 2021, 01:47   #21
thd79
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Originally Posted by R-TEAM View Post
no doubt an diff from +1 Frame delay and +3 Delay is noticable ...
But to get an overall "only" 1 frame delay, the whole network "things" musst done in less than 20ms (on PAL 50Hz) or ~17ms (NTSC 60Hz) ... this is just as manageable on an good LAN at home - but never on Internet ... where 20ms ping "alone" would be an miracle.... so rerspectfull, I do not believe that .....
Have a read about rollback netcode, it's a very clever (but simple) approach to the problem. Of course, you can not remove the physical ping, but you can deal with it in different ways, which can eliminate local player input lag.

https://arstechnica.com/gaming/2019/...lback-netcode/

https://www.cbr.com/rollback-netcode...ame-explained/
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Old 09 September 2021, 01:51   #22
R-TEAM
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but only for games that build with this in mind - adappted UI/Gameflow (modern network games)
not for ancient Amiga games where relay on intern CIA timing only ..
sorry - still nothing new on the table - except non-related paper ..
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Old 09 September 2021, 02:36   #23
thd79
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but only for games that build with this in mind - adappted UI/Gameflow (modern network games)
not for ancient Amiga games where relay on intern CIA timing only ..
sorry - still nothing new on the table - except non-related paper ..
No, sorry you are just wrong about this. In fact, the well known rollback netcode library GGPO was built to work with emulators. FB Alpha, SNES emulators are already using it, and have been for a long time. Go and have a look at Fightcade. The Api is specifically designed for retrofitting to emulators.

GGPO/rollback netcode is not some theoretical idea - it's a real software solution that's been working for 10+ years. It "just" requires someone with the time/skill to adapt it for use with WinUAE.
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Old 09 September 2021, 02:50   #24
R-TEAM
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this will not "eliminate" the to long way it tooks to react on the client side (in term of time from signal way over internet and time to process it ...)
and so the only solution stay, to "slow down" the emulation and this is in no way better than Steam play .... i see still not the point ....
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Old 09 September 2021, 08:34   #25
thd79
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and so the only solution stay, to "slow down" the emulation and this is in no way better than Steam play .... i see still not the point ....
I don't think your understand how rollback netcode works. Slowing down/delaying emulation is NOT the only way to deal with it.

Last edited by thd79; 09 September 2021 at 09:53.
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Old 09 September 2021, 15:34   #26
R-TEAM
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no one stop you to show me how good it is working in WinUAE ....
"then" i accept it that it can make an diff .... so this is going to no point ...
see only theoretical assumed from an user that cant doing it self > but need it soo badly ..
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Old 09 September 2021, 17:47   #27
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no one stop you to show me how good it is working in WinUAE ....
"then" i accept it that it can make an diff .... so this is going to no point ...
see only theoretical assumed from an user that cant doing it self > but need it soo badly ..
I don't "need it so badly", but I do think it would be a great upgrade for the Amiga emulation scene. I'm just here to suggest it. If you are content with current netcode solutions for Amiga gameplay, then great. However, there's no need to be so dismissive of things you clearly don't understand.

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Old 09 September 2021, 19:18   #28
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..... However, there's no need to be so dismissive of things you clearly don't understand.

Say the user that are not cabable to implement it self - but he understand it "clearly" .... yeea ... looks smart
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Old 11 September 2021, 02:17   #29
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Say the user that are not cabable to implement it self - but he understand it "clearly" .... yeea ... looks smart
I've used GGPO in my own games and it works great. I understand how it works.

Honestly, I don't know why you are acting like such a jerk.
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Old 01 October 2021, 17:28   #30
gimbal
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Honestly, I don't know why you are acting like such a jerk.
It's ellipsis fever.
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