reduce lag on ggpo
I’ve been using these settings to play 3rd strike
I recently switched to windows 8 and the settings still work
I remember some other users who managed to compile a version of ggpo that worked on hamachi when ggpo was down, it makes me wonder if its possible to compile it with the new updated blitters from fba
reduce lag on ggpo
a few notes:
- We have evidence that it’s the emulator (at least, its version) ggpo’s biggest problem for FG enthusiasts. Good stuff
- See http://neosource.1emu.net/forums/index.php?topic=2379.0 for a guide to compiling fba
- I did a proof-of-concept p2p +2player implementation on fba (ie: trust my opinion on fba, I know internets)
- I’m not judging anyone, but touching ggpo is definately not a priority for Ponder. Any improvement on ggpo will be based on emulator update and client/server for matchmaking and it won’t be done by him. Someone else needs to step up.
- I’ve been talking to @Torta about updating the ggpo emulator. This is definately feasible.
- The above need new client/server implementation, and I would like to keep the second LGPL. Anyone interested hit me up on twitter @kyoneoblood
- why is this not in Tech Talk?
Bump for the epicness of lagless w7 gaming
The problem is that many members of the community have offered their services to help update FBA settings and run additional servers at no cost to Ponder. Whenever we ask, he says he doesn’t really want to do it, and offers no additional explanation.
So it’s not that people aren’t willing to step up and do it, it’s that Ponder has absolutely zero intent to update it in any way, shape, or form, or is even willing to consent to let others do it for him.
I’m starting by making the code compilable with nowadays tools, which will probably exclude legacy aspects for a while (mainly DX7)
The DDW fix has been implemented in FBA for a couple of years now. This part is no problem but the GGPO source from here I think is outdated so you’ll probably need to get the latest version off him if you can.
Not sure if this would be the right thread for this. But how do I fix GGPO on windows 8 for this? I used to have vista and besides randomly a hiccup graphically it was fine. Now its always hella pixly and awkward looking. Any one know on how to fix this? Ive tried messing with the display options a bit which is how I fixed it in vista. But im not having any luck with windows 8. Thanks
Try the Enhanced or Experimental blitters and let us know what happens. I haven’t heard of anyone trying it on Win8 yet.
Tried no luck =[
Does Win8 come with DirectX installed? Are there any compatibility settings?
It sounds like it’s using software rendering rather than hardware acceleration.
Im not sure exactly im not particularly computer savvy myself. As far as I can tell the problem is, when ever GGPO fucked up on my old vista cpu. I could right click the display settings or whatever, and for some reason the cpu would be in 32 bit mode. Then I would switch it back to 64 bit and the graphics etc would be fine. Now with windows 7 and 8 it seems it just automatically sets everything to either 32 bit or 64 bit. And ggpo no matter what I do will always run in 32 bit mode with though I have 64 bit windows 8. I cant seem to find any option to switch this now like vista. Ive tried searching online as well and havnt been able to find a answer either. Ive tried messing with all the compatibility settings that I can think of off hand too. Bummer.
Not sure what the problem is, but 32-bit binaries will not run in pure 64-bit operating systems. The only they to accomplish that is to actually have multi-library system that will have both 32 and 64-bit libraries so as to be able to run both kinds of files. Windows will never run GGPO is 64-bit mode if the file itself is not 64-bit.
Now since Windows does not have a file command (unlike *nix operating systems), I decided to download the latest version, decompress and run the command on them. Here’s the result:
$ file * META-INF: directory assets: directory css: directory fonts: directory ggpo.exe: PE32 executable (GUI) Intel 80386, for MS Windows ggpo.swf: Macromedia Flash data (compressed), version 10 ggpoair.exe: PE32 executable (GUI) Intel 80386, for MS Windows ggpofba.exe: PE32 executable (GUI) Intel 80386, for MS Windows ggponet.dll: PE32 executable (DLL) (GUI) Intel 80386, for MS Windows kailleraclient.dll: PE32 executable (DLL) (GUI) Intel 80386, for MS Windows, UPX compressed mfc80u.dll: PE32 executable (DLL) (GUI) Intel 80386, for MS Windows mimetype: ASCII text, with no line terminators msvcr80.dll: PE32 executable (DLL) (GUI) Intel 80386, for MS Windows savestates: directory
So the files are 32-bit and cannot be run in 64-bit mode.
Dunno what to say then because thats how I got it to work in my 64 bit vista. Graphics were clear, but everynow and then my shit might bug out. And it would reset and it would say its in 32 bit mode again. And ggpo would be super pixly. So I would right click display and set everything back to 64 bit. And it would be fine again. Doesnt seem to work like this though anymore in windows 8. It automatically sets everything to 64 bit or 32 bit and I can not choose it manually anymore.
Try downloading a DirectX update, although that may not help. Do you know what your video card is? If it has a control panel with program specific settings, you might be able to force it to do some stuff like running in a compatibility mode.
There’s also Windows compatibility settings, although I question how much of an effect they have. It can’t hurt to try -
My results from speccing a Hong Kong to Japan Vampire Savior match:
I am running ggpofba in Windows 7.
Sorry I’m late to this thread. Delatroy just pointed me to this.
Here’s what I understand so far
The latest shipped version of ggpofba is 0.2.96.74
The source code ponder released is http://ggpo.net/download/ggpofba_0.2.96.71.zip
Unless he made actual improvement to the ggpo.dll, he probably just port the fba diff from .71 to .74.
If not, we’ll have to ask ponder for the latest ggpo.dll. He’s 24x7 with his latest startup along with his brother and friends, but I think he’ll eventually respond.
Now, I read the fba building instruction from http://neosource.1emu.net/forums/index.php?topic=2379.0
Jugoso, what changes have you made to the github fork you have there, can you already build it with the GNU tools?
Updating ggpofba.exe could be feasible depending on whether the latest fba made some big architectural changes, and whether the up to date ggpo.dll is contained in ggpofba_0.2.96.71.zip.
We’ll also need the vanilla fba 0.2.96.71 source code so we can diff against ggpofba_0.2.96.71.zip, and port those diff to the latest fba.
I tried to see if they keep old source tarball in the same location but nope
Do the maintainers (CaptainCPS-X , Treble Winner ?) have a official code repo on google code, source forge or github?
What rom set you used ? I downloaded latest fba64_029729, neither the existing ggpo rom set nor the shmupmame st romset worked
In case people missed this, Zinac released his networking code on the MIT license.
How good is it? Where is it used?
In the game he’s working which is in public alpha(Fearless Night).
Me and MightyMar have played each other on it, the netcode is really good.
Edit: It allows a rollback style netcode. Which I should of stated on the first post.
This is normal because the mame rom set updated since the 2008 GGPO FBA release. You can combine your current ssf2t.zip and ssf2tu.zip and it should be fine.