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ggpo.net - lagless internet fighting games?

 
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nothingxs
mai, motherfucker


Joined: 04 Dec 2006
Location: miami, florida, usa

PostPosted: Sun Jun 24, 2007 1:10 am    Post subject: ggpo.net - lagless internet fighting games?    Reply with quote

The GGPO.net project is gathering a lot of attention over at the Shoryuken Forums, for its nearly lag less netcode. What does that mean for both the casual and "hardcore" fighting game enthusiast?

"GGPO.net is a new approach to online fighting games. Traditional networking algorithms used to compensate for network latency result in either slower than normal gameplay or an excessive amount of delay (or lag) tacked onto the beginning of each move. GGPO.net uses a novel way to hide latency which lets the game run at full speed without adding any delay to any of your moves. So your timing doesn’t change and combos come out like butter. It’s almost like playing head-to-head in your living room!" - Tony Cannon

It means that the dream of having actual, playable matches online is quickly becoming a reality.

Featuring a simple lobby system, a "challenge" system by which you challenge other players to a match, and currently only supporting Street Fighter Alpha 2, this is another of a bunch of crazy cool emulation developments that have been springing up recently. With CPS3 emulation just recently having become possible, perhaps totally lagless online Street Fighter III: 3rd Strike isn't so much of an impossibility, and there are always other games to consider (such as The King of Fighters).

Head over to http://www.ggpo.net to read more, and download the client if you want. You must provide your own SFA2 ROM image.
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Last edited by nothingxs on Sun Jun 24, 2007 2:32 am; edited 1 time in total
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mauve



Joined: 07 Dec 2006

PostPosted: Sun Jun 24, 2007 1:34 am        Reply with quote

Anything has to be better than Kaillera. Anything. So I am all for checking this out, even though my SFA2 skills are several years old and hilariously crap now.

I had just about given up trying to keep up my SS5S playing thanks to its utterly ridiculous lagtacularness any time I tried to play.
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BotageL



Joined: 04 Dec 2006
Location: *fidget*

PostPosted: Sun Jun 24, 2007 4:34 am        Reply with quote

I think I love this program.
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nothingxs
mai, motherfucker


Joined: 04 Dec 2006
Location: miami, florida, usa

PostPosted: Sun Jun 24, 2007 5:48 am        Reply with quote

Some of the future things planned for this game include:

GGPOTV: Watch recorded videos of the game on the GGPO website. Maybe in the future you can even watch player matches live.

More games: Self-explanatory!
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another god



Joined: 04 Dec 2006

PostPosted: Sun Jun 24, 2007 6:50 am        Reply with quote

Have you tried Poporu? Because Poporu lets you have a lobby of a bunch of players while watching everyone take turns playing. I hear it's good, but it's Korean and my Firefox no likey it.
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nothingxs
mai, motherfucker


Joined: 04 Dec 2006
Location: miami, florida, usa

PostPosted: Sun Jun 24, 2007 7:36 am        Reply with quote

another god wrote:
Have you tried Poporu? Because Poporu lets you have a lobby of a bunch of players while watching everyone take turns playing. I hear it's good, but it's Korean and my Firefox no likey it.


Poporu is pretty good, when it works.
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Triton



Joined: 05 Dec 2006

PostPosted: Mon Jun 25, 2007 12:25 am        Reply with quote

I played this quite a bit yesterday. These guys play better than i did in my teenage years. I think i won maybe 5 rounds in 20 or so matches.

Im sure as more people pick it up there will be a broader range of skill. The netcode is unbelievable. It really does "feel" right, even though its sometimes jerky.
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Broco



Joined: 05 Dec 2006

PostPosted: Mon Jun 25, 2007 4:10 am        Reply with quote

Hmm I wonder how this works technically; it doesn't seem to be explained. It has occured to me in the past that it might be possible to have essentially perfect lag hiding within an emulator by constantly rewinding the emulation and recalculating previous frames based on recently arrived packets -- exploiting the fact that modern CPUs are orders of magnitude faster than 16-bit-era systems. That seems very complicated to do though. But not intractable, so I wonder if this project is taking that approach.
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BotageL



Joined: 04 Dec 2006
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PostPosted: Mon Jun 25, 2007 4:28 am        Reply with quote

I've heard reports of occasions where people experienced a bit of "rollback" when the lag got heavy; like, they threw someone then suddenly they were being thrown and had throw escaped, etc. It hasn't happened to me much, however, and regardless it's way better than the old input-lag-inducing methods.
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Broco



Joined: 05 Dec 2006

PostPosted: Mon Jun 25, 2007 4:49 am        Reply with quote

My guess must be right then. And yeah obviously it would be preferable to have a genuinely lagless network, but given that you have lag, that's the optimal way of hiding it. Possible improvements after that lay in the heuristics used to predict movement of the other player(s) when you lack information (assume they press no buttons? assume they continue to press the same buttons they are currently pressing? some kind of more sophisticated guess?)

This is actually a variant of the approach used in FPSes since Quakeworld. In FPSes it is easier in a sense because the only thing you have to predict and rewind is the physics of a few objects (players and non-hitscan ammunition), not the entire state of the machine -- as you are forced to do with black-box emulation.
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Balzac



Joined: 04 Dec 2006

PostPosted: Mon Jun 25, 2007 7:12 am        Reply with quote

My initial impressions playing pubbies were pretty meh. Better than Kalliera to be sure, but still not what I'd call playable.

Then I had a few matches with Sub (who is probably in a 15-20 mile radius from me) and was blown the fuck away.

Quote:
It’s almost like playing head-to-head in your living room!" - Tony Cannon


Indeed it is Tony. Indeed it is.

If this supported Third Strike (or maybe Arcana Hearts in some far off future), I wouldn't leave the house for a good week.
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Dandy J



Joined: 24 Mar 2007

PostPosted: Mon Jun 25, 2007 1:55 pm        Reply with quote

another god wrote:
Have you tried Poporu? Because Poporu lets you have a lobby of a bunch of players while watching everyone take turns playing. I hear it's good, but it's Korean and my Firefox no likey it.


Hi. Comparing this to Poporu, I am extremely impressed. As far as raw gameplay goes, GGPO netcode completely smashes Poporu if you're within let's say, coast-to-coast USA. Well not 'smashes' in that it's that much better, but just that it's just so obviously the better choice, since it's no input lag vs very little input lag, and the playability virtually doesn't change.

Over very long distances, theres benefits to each, and sometimes I think it could come down to preference. Poporu will just have a little more input lag, while GGPO weill start to get jerky and doing rollbacks (BACK TO THE FUTURE). But also Poporu was not really meant for super long distance play, and it's kind of surprising that it works so well, given that it was meant for Korea (where players will never be very far from each other). It has a maximum amount of input lag ie ping/latency allowed before it starts slowing down the game and making it a bother to play.

In that respect, GGPO has it on lockdown because it really has no maximum distance, especially when you consider the potential. Right now it is hard-locked at 1 frame of input latency to buffer or do whatever GGPO's magic shit does. If they increased it to 2 frames (which is still for the most part insignificant), it would inrease the buffer two-fold! So it still has a lot of potential for long range play even in it's current build.

EDIT Oh, also I didn't mention one key fact, and that's that Poporu isn't even up at the moment. Their site has been down for a while and they've been doing all this maintenance and shit so yeah.

As for the overall experience, Poporu would have the advantage right now, but it won't last for long. Basically I only put Poporu over GGPO here because Poporu has spectating with a very high limit of people watching (probably over 10; we never maxed it out) with no affect on that players' game. Along with in-game chat, etc. this makes for a really fun online experience. Right now GGPO only has a main chat window and no support for spectators, but that will all change in the future. Remember that this is only an Alpha (2), and that before several days ago, a GUI didn't even exist!

So my advice is...

BLOCK MOTHAFUCKA SHORT SHORT WALK UP ACTIVATE
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nothingxs
mai, motherfucker


Joined: 04 Dec 2006
Location: miami, florida, usa

PostPosted: Mon Jun 25, 2007 4:31 pm        Reply with quote

dandy get out of here with your gay-ass adon fuck
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hey guys, i'm back to not being cool again!

"newsflash, big guy. you can wax on wax off all you like, i'm still kicking your ass."
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!=



Joined: 04 Dec 2006
Location: the planet of leather moomins

PostPosted: Wed Jan 09, 2008 7:17 am        Reply with quote

Now with KOF98! Perfect preparation for the upcoming remake!
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