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PPSSPP Ad-hoc general info thread
02-07-2021, 03:26 PM (This post was last modified: 02-07-2021 03:50 PM by Zinx777.)
Post: #226
RE: PPSSPP Ad-hoc general info thread
Tried 6-7 games locally and they all seem fine.
I noticed that some games take their time until they disconnect though when you close on of the PPSSPP instances.
Call Of Duty for example it will take time until it disconnection but its not that big of a deal.
Most games disconenct instantly when you close one of the instances though.
Didn't try any games that are still broken because they mostly use GameMode and you still didn't fully implement or fix most of them (if its even possible with an HLE approach...).
Also I don't have most of them anymore anyway.
BTW the only way to play Way Of The Samurai Portable is by using localhost ... if you try with a public server it will either get signal lost (what happens on real console too locally) or get the flickering again , didnt try over a VPN yet though.
Game is really sensitive to stuff it seems.
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02-11-2021, 02:42 PM
Post: #227
RE: PPSSPP Ad-hoc general info thread
Forgot to mention it but so far khbbs do work fine on both pc and android, I might try again with a more recent built to see if the change you applied did nothing on it(which shouldn't I d say)
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02-11-2021, 05:30 PM (This post was last modified: 02-11-2021 05:32 PM by AdamN.)
Post: #228
RE: PPSSPP Ad-hoc general info thread
The latest dev build should fix some issue in lobby, up to starting the mission.

Currently i'm still being curious why Lord of Arcana gets blue screen (invalid memory access) most of the time, only a few times it can get a successful loading when entering mission gate.

My Modified PPSSPP :
==============
Win32&64: https://www.dropbox.com/s/2t3mtdhb0f045cn/PPSSPP_1.11-testbuild_Win32x64.zip?dl=0
Android(ARMv7): https://www.dropbox.com/s/b41bm43mtn1gpnn/PPSSPP_1.11-testbuild_ARMv7.apk?dl=0
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02-11-2021, 05:42 PM (This post was last modified: 02-11-2021 07:09 PM by Zinx777.)
Post: #229
RE: PPSSPP Ad-hoc general info thread
AdamN I hope you self test yourself after you fix adhoc related issues on some 3-4 other games as well lol.
It's becoming hard to keep track of all the changes.
Also Crazy Taxi got the same issues as Eighting games and run at 60 fps instead of 30 fps for multiplayer and the game does not tie the FPS to the ping/ms so you will get 60 fps all the time lol even online.
I think i figured out how Windows users may use PPSSPP online without UPnP or DMZ or that other DMZ thing being enabled.
Windows got a special feature called SSDP :
Simple Service Discovery Protocol (SSDP) is a UPnP protocol, used in Windows XP and later. SSDP uses HTTP notification announcements that give a service-type URI and a Unique Service Name (USN). Service types are regulated by the Universal Plug and Play Steering Committee. SSDP is supported by many printer, NAS and appliance manufacturers such as Brother. It is supported by certain brands of network equipment, and in many SOHO firewall appliances, where host computers behind it may pierce holes for applications . It is also used in home theater PC systems to facilitate media exchange between host computers and the media center.
I think you can enable that with "Network Discovery" .
Also its a Windows only thing so it wont work with Android.
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02-12-2021, 08:53 AM (This post was last modified: 02-12-2021 09:03 AM by AdamN.)
Post: #230
RE: PPSSPP Ad-hoc general info thread
SSDP is the basis of the discovery protocol of Universal Plug and Play (UPnP) and miniUPnP (the one used by PPSSPP) is using SSDP under the hood on Windows.

Btw, i was trying to fix the blue screen on Lord of Arcana (which i failed) but accidentally ended fixing Def Jam NY *facepalm*
If Def Jam NY got fixed like this (even though it was an accident), it means the timings got affected thus may also affects other games (either fixed them or breaks them) Sad so i'm not sure whether i should make PR for this or not, since i'm too lazy to test all the games i had LOL

My Modified PPSSPP :
==============
Win32&64: https://www.dropbox.com/s/2t3mtdhb0f045cn/PPSSPP_1.11-testbuild_Win32x64.zip?dl=0
Android(ARMv7): https://www.dropbox.com/s/b41bm43mtn1gpnn/PPSSPP_1.11-testbuild_ARMv7.apk?dl=0
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02-12-2021, 09:18 AM (This post was last modified: 02-12-2021 09:26 AM by Zinx777.)
Post: #231
RE: PPSSPP Ad-hoc general info thread
(02-12-2021 08:53 AM)AdamN Wrote:  SSDP is the basis of the discovery protocol of Universal Plug and Play (UPnP) and miniUPnP (the one used by PPSSPP) is using SSDP under the hood on Windows.

Btw, i was trying to fix the blue screen on Lord of Arcana (which i failed) but accidentally ended fixing Def Jam NY *facepalm*
If Def Jam NY got fixed like this (even though it was an accident), it means the timings got affected thus may also affects other games (either fixed them or breaks them) Sad so i'm not sure whether i should make PR for this or not, since i'm too lazy to test all the games i had LOL

I guess I need to find that feature that lets people to play but I think its Win10 related or "Network Discovery" related.
I am not saying it for nothing because people actually played online on PPSSPP 1.10.3 and before without doing anything on their router etc.
Time for a new option again LOL just for Lord Of Arcana.
Also found out that Force first connect is kinda useless now with some games like Naruto etc.
And TCP No Delay is also kinda unused as well.
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02-12-2021, 10:17 AM (This post was last modified: 02-12-2021 10:22 AM by AdamN.)
Post: #232
RE: PPSSPP Ad-hoc general info thread
Yeah, FFC should no longer needed since the day The Warriors got fixed, since that fix is initiating the connection earlier.

FFC was initially used to get GvG Next Plus to connect faster, since that game will only try to connect again after waiting for more than 5 seconds (was it 10 sec?), so if the first attempt failed to connect (ie. the other side is not ready to accept the connection yet) it will need to wait that long before retrying again.

My Modified PPSSPP :
==============
Win32&64: https://www.dropbox.com/s/2t3mtdhb0f045cn/PPSSPP_1.11-testbuild_Win32x64.zip?dl=0
Android(ARMv7): https://www.dropbox.com/s/b41bm43mtn1gpnn/PPSSPP_1.11-testbuild_ARMv7.apk?dl=0
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02-13-2021, 02:36 PM
Post: #233
RE: PPSSPP Ad-hoc general info thread
Hello.
Gundam SEED federation vs. ZAFT (ULJM-05238) multiplayer with 4 people in local play causes input delay over time. I haven't tried multiplay with four people online, but it's likely to be the same. I have a video of this.
https://youtu.be/cc_fdDBorTM
Initially, the response was good, but as time passes, there will be an input delay.

Also, play Fate/unlimited codes PORTABLE (ULJM-05451) locally, the game speed will be abnormally fast. There is a video link about this.
https://twitter.com/Shouta_of_War/status...9727809540

The version used is the official version of 1.11.1. Sorry if it was fixed in the latest build.
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02-13-2021, 02:50 PM (This post was last modified: 02-13-2021 02:52 PM by Zinx777.)
Post: #234
RE: PPSSPP Ad-hoc general info thread
(02-13-2021 02:36 PM)JAPAN Wrote:  Hello.
Gundam SEED federation vs. ZAFT (ULJM-05238) multiplayer with 4 people in local play causes input delay over time. I haven't tried multiplay with four people online, but it's likely to be the same. I have a video of this.
https://youtu.be/cc_fdDBorTM
Initially, the response was good, but as time passes, there will be an input delay.

Also, play Fate/unlimited codes PORTABLE (ULJM-05451) locally, the game speed will be abnormally fast. There is a video link about this.
https://twitter.com/Shouta_of_War/status...9727809540

The version used is the official version of 1.11.1. Sorry if it was fixed in the latest build.

For the first issue I am not sure but I think enabling force real clock sync fixes input lag issues and lag issues like that.
Second issue with Fate/Unlimited codes you have to either run both instances at 50% or downclock the emulated CPU until it will stay on 30 fps (at least that worked for me) but these are only workarounds until it gets fixed.
You can read more info here : https://github.com/hrydgard/ppsspp/wiki/...ith-PPSSPP
If that still persists you can make a Github issue here : https://github.com/hrydgard/ppsspp/issues for at least the Gundum issue (fates already got one).
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02-13-2021, 03:16 PM
Post: #235
RE: PPSSPP Ad-hoc general info thread
(02-13-2021 02:50 PM)Zinx777 Wrote:  
(02-13-2021 02:36 PM)JAPAN Wrote:  Hello.
Gundam SEED federation vs. ZAFT (ULJM-05238) multiplayer with 4 people in local play causes input delay over time. I haven't tried multiplay with four people online, but it's likely to be the same. I have a video of this.
https://youtu.be/cc_fdDBorTM
Initially, the response was good, but as time passes, there will be an input delay.

Also, play Fate/unlimited codes PORTABLE (ULJM-05451) locally, the game speed will be abnormally fast. There is a video link about this.
https://twitter.com/Shouta_of_War/status...9727809540

The version used is the official version of 1.11.1. Sorry if it was fixed in the latest build.

For the first issue I am not sure but I think enabling force real clock sync fixes input lag issues and lag issues like that.
Second issue with Fate/Unlimited codes you have to either run both instances at 50% or downclock the emulated CPU until it will stay on 30 fps (at least that worked for me) but these are only workarounds until it gets fixed.
You can read more info here : https://github.com/hrydgard/ppsspp/wiki/...ith-PPSSPP
If that still persists you can make a Github issue here : https://github.com/hrydgard/ppsspp/issues for at least the Gundum issue (fates already got one).

I tried the method you suggested for the Gundam Seed problem, but unfortunately the problem did not go away.
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02-13-2021, 03:18 PM
Post: #236
RE: PPSSPP Ad-hoc general info thread
(02-13-2021 03:16 PM)JAPAN Wrote:  
(02-13-2021 02:50 PM)Zinx777 Wrote:  
(02-13-2021 02:36 PM)JAPAN Wrote:  Hello.
Gundam SEED federation vs. ZAFT (ULJM-05238) multiplayer with 4 people in local play causes input delay over time. I haven't tried multiplay with four people online, but it's likely to be the same. I have a video of this.
https://youtu.be/cc_fdDBorTM
Initially, the response was good, but as time passes, there will be an input delay.

Also, play Fate/unlimited codes PORTABLE (ULJM-05451) locally, the game speed will be abnormally fast. There is a video link about this.
https://twitter.com/Shouta_of_War/status...9727809540

The version used is the official version of 1.11.1. Sorry if it was fixed in the latest build.

For the first issue I am not sure but I think enabling force real clock sync fixes input lag issues and lag issues like that.
Second issue with Fate/Unlimited codes you have to either run both instances at 50% or downclock the emulated CPU until it will stay on 30 fps (at least that worked for me) but these are only workarounds until it gets fixed.
You can read more info here : https://github.com/hrydgard/ppsspp/wiki/...ith-PPSSPP
If that still persists you can make a Github issue here : https://github.com/hrydgard/ppsspp/issues for at least the Gundum issue (fates already got one).

I tried the method you suggested for the Gundam Seed problem, but unfortunately the problem did not go away.

Try to enable TCP No Delay in networking options it also helps , I know that the game should also work better with Force first connect but not sure if that will help.
That's all i got.
When I tried shin budokai 2 locally i didnt encounter any input lag so I think its game specific (but i dont notice about this stuff easily).
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02-13-2021, 03:45 PM
Post: #237
RE: PPSSPP Ad-hoc general info thread
(02-13-2021 03:18 PM)Zinx777 Wrote:  
(02-13-2021 03:16 PM)JAPAN Wrote:  
(02-13-2021 02:50 PM)Zinx777 Wrote:  
(02-13-2021 02:36 PM)JAPAN Wrote:  Hello.
Gundam SEED federation vs. ZAFT (ULJM-05238) multiplayer with 4 people in local play causes input delay over time. I haven't tried multiplay with four people online, but it's likely to be the same. I have a video of this.
https://youtu.be/cc_fdDBorTM
Initially, the response was good, but as time passes, there will be an input delay.

Also, play Fate/unlimited codes PORTABLE (ULJM-05451) locally, the game speed will be abnormally fast. There is a video link about this.
https://twitter.com/Shouta_of_War/status...9727809540

The version used is the official version of 1.11.1. Sorry if it was fixed in the latest build.

For the first issue I am not sure but I think enabling force real clock sync fixes input lag issues and lag issues like that.
Second issue with Fate/Unlimited codes you have to either run both instances at 50% or downclock the emulated CPU until it will stay on 30 fps (at least that worked for me) but these are only workarounds until it gets fixed.
You can read more info here : https://github.com/hrydgard/ppsspp/wiki/...ith-PPSSPP
If that still persists you can make a Github issue here : https://github.com/hrydgard/ppsspp/issues for at least the Gundum issue (fates already got one).

I tried the method you suggested for the Gundam Seed problem, but unfortunately the problem did not go away.

Try to enable TCP No Delay in networking options it also helps , I know that the game should also work better with Force first connect but not sure if that will help.
That's all i got.
When I tried shin budokai 2 locally i didnt encounter any input lag so I think its game specific (but i dont notice about this stuff easily).

I have tried to set up the proposed method, but there is a slight improvement but eventually an input delay.
There was an input delay of about 20 frames before the setting, but after the setting was applied, we were able to reduce it to about 10 frames.
It seems to be a problem specific to this game.
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02-13-2021, 03:59 PM (This post was last modified: 02-13-2021 04:01 PM by Zinx777.)
Post: #238
RE: PPSSPP Ad-hoc general info thread
Hmm TCP No Delay helps? So maybe its related to it , or all the code changes recently made more input lag on some games..
Interesting, I have added the info into the PPSSPP multiplayer wiki page as well for now.
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02-13-2021, 04:13 PM
Post: #239
RE: PPSSPP Ad-hoc general info thread
(02-13-2021 03:59 PM)Zinx777 Wrote:  Hmm TCP No Delay helps? So maybe its related to it , or all the code changes recently made more input lag on some games..
Interesting, I have added the info into the PPSSPP multiplayer wiki page as well for now.

When No TCP Delay was off, the input delay was severe at about 2 minutes after the start of the game, but when it was on, I didn't feel much input delay at about 2 minutes after the start of the game. It's a little better, but it's not a fundamental solution.
However, just because the problem happens to occur late does not necessarily mean that it is related to No TCP Delay. Let me examine it a little more.
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02-13-2021, 04:26 PM (This post was last modified: 02-13-2021 04:27 PM by Zinx777.)
Post: #240
RE: PPSSPP Ad-hoc general info thread
I did hear reports about games either desyncing after some time and show different results on the different screens as a result.
Maybe its related to this issue? It happens on some games like WWE (which also needed FFT if i remember)... Maybe AdamN knows...
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