3 ms·
Do you have a link to any blog posts, i would love to read about it. I tried to look on http://slippi.gg http://slippi.gg, but development appears to be closed
by syspec 6y ago
Do you have a link to any blog posts, i would love to read about it. I tried to look on http://slippi.gg http://slippi.gg, but development appears to be closed source?
I'm just an outside observer, but i love the topic. For others like myself, this is a great GDC video to watch on the topic
> 8 Frames in 16ms: Rollback Networking in Mortal Kombat and Injustice 2
https://www.youtube.com/watch?v=7jb0FOcImdg https://www.youtube.com/watch?v=7jb0FOcImdg
- karlding 6y agoI submitted a blog post a few weeks ago about the way they handled game state synchronization in replays [0]. The netplay release is still relatively new, so if there is a blog post in the works, it'll probably be at a later date. [0] https://news.ycombinator.com/item?id=23643784 https://news.ycombinator.com/item?id=23643784
- alvarosevilla95 6y agoIt's not obvious on the website but everything is on Github[0] with different repos for the forked Dolphin build, the desktop app, melee assembly... As to dev blogs, they have a medium[1] with some interesting posts, but nothing too recent, I hope they'll do one in time with all the new stuff. On top of the rollback, something very notable they did was realising melee has 3 frames of input lag when running on native hardware, so they managed to remove them from Dolphin when running on 120hz screens. This allowed them to keep those frames as a delay buffer without actually having a real effect on gameplay.[2] [0] Slippi Github: https://github.com/project-slippi/ https://github.com/project-slippi/ [1] Dev Blog: https://medium.com/project-slippi https://medium.com/project-slippi [2] Post about Faster Melee, the previous netcode iteration, going into the input delays: https://www.reddit.com/r/SSBM/comments/azoiqz/faster_melee_2019_update_goals_new_features_alpha/ https://www.reddit.com/r/SSBM/comments/azoiqz/faster_melee_2...