09 September 2021, 01:47 | #21 | |
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Quote:
https://arstechnica.com/gaming/2019/...lback-netcode/ https://www.cbr.com/rollback-netcode...ame-explained/ |
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09 September 2021, 01:51 | #22 |
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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 .. |
09 September 2021, 02:36 | #23 | |
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Quote:
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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09 September 2021, 02:50 | #24 |
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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 .... |
09 September 2021, 08:34 | #25 |
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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. |
09 September 2021, 15:34 | #26 |
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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 .. |
09 September 2021, 17:47 | #27 |
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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.
Last edited by thd79; 09 September 2021 at 17:53. |
09 September 2021, 19:18 | #28 |
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11 September 2021, 02:17 | #29 |
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01 October 2021, 17:28 | #30 |
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