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use GGPO to buffer latency

2 replies [Last post]
Thu, 10/06/2011 - 13:56
Gell's picture
Gell

I tend to avoid Lockdown even though I really enjoy it. If everyone is near, it runs well. If there's even one person with 200+ ping (you can tell), the match sucks. Even clockworks runs could use some latency help. To keep this short, I think SK should consider using GGPO to aid in fixing the lag.

inb4 people claiming OOO wants lag since it gives them more money due to res costs. Let's not start that argument, this is just a suggestion on alleviating most lag.

More info:
http://en.wikipedia.org/wiki/GGPO

Site:
http://ggpo.net/

Thu, 10/06/2011 - 19:59
#1
Round-Shinigami's picture
Round-Shinigami
I think having a server

I think having a server closer to you will be both cheaper and better than re-inventing the game to support GGPO game with 16+ players.

Fri, 10/07/2011 - 05:08
#2
Starlinvf's picture
Starlinvf
So if I'm reading this right,

So if I'm reading this right, what it does is introduce input delay to prevent rubberbanding.... I also noticed that its used mostly with Fighting games, which only have 2 points.... a hosting player and a remote player. You could tune GPPO to the latency of the server, but the game uses client side hit detection and the cost in response time would cause more headaches then solve.

Well intended, but this on its own is only going to trade one issue for another.

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