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Yo have to click on "start netplay". Then you have know the other player IP or host yourself the game and give your IP to the another player.I don't completely understand...how exactly do I start playing with others online and how do I know I'm connected?
Do I just go into Melee mode and if I see the second hand cursor moving, does that mean I'm connected?
Where's "start netplay" at? I can't see to find it.Yo have to click on "start netplay". Then you have know the other player IP or host yourself the game and give your IP to the another player.
Ok I finally got it to work, thanks for putting up with me lolTools -> Start NetPlay
I have added you on skype to the group.Does anyone want to test with me right now?
EDIT: Someone add me to the skype group please. Name is SheerMadness10.
31 ms is a great value. I will have to test if high buffer values (>10) allow dual core 60fps playing on 140~150 ms ping.My friend and I are both on campus connections that don't allow us to host. Hamachi didn't work. So we tried Tunngle.
IT BLEW MY MIND. Worked PERFECTLY.
31ms ping. We had the buffer at 4, but I'm sure we could have gone lower. Constant 60 fps, dual core on. It desynced every three games or so, but it was completely worth it. It didn't lag at all, and there was very little input lag, if at all. It honestly felt like we were playing offline.
I'm in PA, he's in NY. I haven't tried it with anyone else, but it would be interesting to see if it nets similar results with people cross country. It was certainly better than any connection I've gotten with other PA players.
We used 3.5-336, just for trying. Didn't try with the 815 netplay build. I was really surprised that it ran so well, considering I'm using my integrated graphics (i5-2520m)
Probably yes, it seems that the delay between computers affects more to performance.Is this build good enough to run Online Melee?
AMD Phenom II x4 965
4 GB DDR2
Geforce 250 gts 512mb
TCP is currently used because it allows for packet confirmation and works better with the buffer. While UDP is substantially faster (requires no ack) it has a tendency to lose packets, leading to even quicker desyncs.I'm not an expert of programming, but why does NetPlay uses TCP ? Online games use UDP so there is lower ping to get better play experience.
Packet loss is the same on UDP and TCP, the different thing is that TCP solves losses by itself. But if losses are not usual (I usually play CS and I can see that on good servers loss is near 0%), UDP could be used and if packet loss happens, solve the problem on application layer. Maybe for the future.TCP is currently used because it allows for packet confirmation and works better with the buffer. While UDP is substantially faster (requires no ack) it has a tendency to lose packets, leading to even quicker desyncs.
For things like FPSs where damage, position, score, etc are moderated at the server, UDP is ideal because it lets clients communicate their inputs so the server can decide if they move, take damage, score, et al.
Dolphin's netplay's only mechanism currently is to send controller inputs between sessions. That's it. If your packet gets lost or delayed processing on your end by even a fractional second, your random timers will be off, and you will desync. There's nothing between players to verify that the games match on either end besides watching your friend's falco randomly jump off the side doing an dair.
This is why netplay is not reliable at the moment, and why you have yet to see wider scale adoption of it by the community.
That sounds like the analog deadzone is set too high.Okey, finally it works, everything right except you have to push L/R a bit more than usual to make the shield appear, but they work as analg, it's possible to light shield.
Try changing the range to 50Okey, finally it works, everything right except you have to push L/R a bit more than usual to make the shield appear, but they work as analg, it's possible to light shield.
To remove the 30 fps hack you have to increase to buffer to get 60 fps, but if the connection has too much latency you will need a very high buffer and the game won't go well.Ok so I've given online melee a shot over the past week or so. Here's my review:
Been playing ssb64 online since 2005, so I'm pretty familiar with all the issues that come with online play via emulation.
The only playable session I've had so far was with KnitePhox. We played with the 30 fps hack off and dual core mode on. He's the only person I've successfully ran dual core mode with at 100% so far.
Everyone else I've had to use the 30 fps hack to run the game at full speed. The problem with the 30 fps hack is that it adds a large amount of input delay to the game. Add that to the automatic delay you get with someone due to online play/distance and it's almost unplayable unless you're playing with someone very close to your location.
If everyone could run melee at 100% with dual core mode on it would be very enjoyable IMO. Even with the desyncs occuring every couple matches it beats having the deal with the incredible amount of input delay the 30 fps hack comes with. The problem is that running dual core at 100% just doesn't seem possible with most people.
With that said, online melee has made incredible strides since I last tried it a couple years ago. That one session with KnitePhox was incredible and gives me hope for the future.
Keep up the good work guys!
Add me to friends on steam (p1ns) or skype (pins__). We can test later, I'll be online since about 6 pm to 1 am here. If you are from USA remember I'am about 6 or 7 hours later than you.Hey guys im new to net play. Anyone around to test a game?
You probably need to use a higher buffer value. If your connection is not good you cannot reach 60 fps if not using high buffer values.Does anyone know why I am getting bad FPS when playing online?
Me and my friend are using all the same settings, and we can each run the game at 60 fps offline, but once we go online and try to play together we are getting ~20 fps.
To expand on what p1ns said, Dolphin waits for every input packet to arrive in order to avoid desyncs. If the buffer value is too low, then every frame it needs to wait for the other person's packet to arrive. Raising the buffer will improve the FPS until the connection is no longer the issue.Does anyone know why I am getting bad FPS when playing online?
Me and my friend are using all the same settings, and we can each run the game at 60 fps offline, but once we go online and try to play together we are getting ~20 fps.