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View Full Version : Academic papers? Implementing in big new games?


Infil
06-30-2007, 03:31 PM
While I understand GGPO is still in the alpha stage, I hope Ponder is going to be writing a paper on this for a journal. It's one of the main ways to get the idea out there to the academic community, and to make sure no one can steal your idea. I'm sure if he's come up with an idea like this, though, he's probably already a Masters/Ph.d. student who is doing this research with the intent to publish.

Secondly, while I understand support for new games on the FB emulator isn't coming soon, which is fine, have you considered offering this algorithm to the big companies with online fighters coming soon? Big names like Smash Bros Brawl, SC4, Tekken 6, etc could really benefit from this algorithm, and these games are going to be released fairly soon. With such an awesome advancement in online fighters, it would be a shame to not see these big name games supporting this. Of course, all you can do is offer, but perhaps they don't even know about this (especially since it hasn't been published yet). It would be a shame if GGPO really starts to take off and become the only acceptable way to play fighters online, and then all these big name fighters get released using the classic algorithms.

Great job on the algorithms, Ponder. It's exciting to see.

Gogandantes34
07-01-2007, 09:04 AM
I second that...I'm really curious as to how you implemented it. Great job man, hats off.

m1kekim
07-01-2007, 11:50 AM
I thought some Japanese Doujin fighters use the same algo. They use a reduction in frame rate to reduce input latency. I think the industry realizes they can do this, but find the cost of implementing this too high given the marginal benefit. Casual players just don't really care - and it's only hardcore players who care - but these are the type who rather play in the arcades.

MAGUS1234
07-01-2007, 12:03 PM
the problem with delay frames is it completely changees reaction times....

inkblot
07-01-2007, 12:49 PM
I thought some Japanese Doujin fighters use the same algo. They use a reduction in frame rate to reduce input latency. I think the industry realizes they can do this, but find the cost of implementing this too high given the marginal benefit. Casual players just don't really care - and it's only hardcore players who care - but these are the type who rather play in the arcades.

Sigh.


GGPO does not reduce framerate.
Please don't speculate on the cost of implementing GGPO if you don't even know the algorithm. :wink:
As many players on this board can attest to, GGPO is not a "marginal benefit." It's the difference between a playable and unplayable game online.


Hopefully Ponder will publish something soon.

Pasteycracker
07-01-2007, 03:13 PM
As many players on this board can attest to, GGPO is not a "marginal benefit." It's the difference between a playable and unplayable game online.


Agree completely. I'm sure some people have tried some fighting game over Xbox Live and know how horrible it can get at times. I gave up playing Third Strike through Xbox Live because most of the time the connection is so horrible it ruins the experience for everyone. *shrugs*

GGPO FTW. ;P