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PPSSPP Ad-hoc general info thread
10-06-2020, 06:21 PM
Post: #76
RE: PPSSPP supports more games with ad-hoc now
Regarding UPNP original port, it would be nice if you can provide the log on PPSSPP side, so i can figured out whether they're communication or not, and that option is disabled by default on my recent test builds (you will only noticed this when resetting PPSSPP settings tho)

Regarding Port Offset, i probably won't be moving it because it's already in the right category/section, but you can try submitting an issue/feature request and see if the other devs will approve it or not Big Grin

My Modified PPSSPP :
==============
Win32&64: https://www.dropbox.com/s/i6699cyf1tzu29b/PPSSPP_1.10.3-adhocfix_Win32x64.zip?dl=0
Android(ARMv7): https://www.dropbox.com/s/dmz6jvesmm3uwp2/PPSSPP_1.10.3-adhocfix_ARMv7.apk?dl=0
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10-06-2020, 06:26 PM
Post: #77
RE: PPSSPP supports more games with ad-hoc now
(10-06-2020 06:21 PM)AdamN Wrote:  Regarding UPNP original port, it would be nice if you can provide the log on PPSSPP side, so i can figured out whether they're communication or not, and that option is disabled by default on my recent test builds (you will only noticed this when resetting PPSSPP settings tho)

Regarding Port Offset, i probably won't be moving it because it's already in the right category/section, but you can try submitting an issue/feature request and see if the other devs will approve it or not Big Grin

I doubt they gonna touch it lol they dont care about adhoc one bit but maybe I will change it if i found out how :X .

Anyway you can look back at my message to see about GTA Stories and how it's not working with above 2 players ( an issue that had been from where it first fixed) .
I dont know if a log can help there.
About PSP original port I will try when I play with a PSP next time maybe.
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10-06-2020, 07:10 PM (This post was last modified: 10-06-2020 07:15 PM by AdamN.)
Post: #78
RE: PPSSPP supports more games with ad-hoc now
Kizuna Drive worked pretty stable on my test with simulated 200ms latency and 10% packet loss chance
   
However, if i increased the lost packet rate to 20% it will starting to shows connection issue... so may be one of your players happened to have a high rate of packet loss?


GTA VCS tested with 4 players with simulated 150ms and 3% of packet loss rate seems to be stable
   
However, increasing the lost packet rate to 5% will starts showing issue, so i guess this game couldn't handle high rate of packet loss Sad

PS: If only we have ping & packet loss monitoring like the FPS we could find out which player it was that have high rate of packet loss

My Modified PPSSPP :
==============
Win32&64: https://www.dropbox.com/s/i6699cyf1tzu29b/PPSSPP_1.10.3-adhocfix_Win32x64.zip?dl=0
Android(ARMv7): https://www.dropbox.com/s/dmz6jvesmm3uwp2/PPSSPP_1.10.3-adhocfix_ARMv7.apk?dl=0
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10-06-2020, 07:14 PM
Post: #79
RE: PPSSPP supports more games with ad-hoc now
(10-06-2020 07:10 PM)AdamN Wrote:  Kizuna Drive worked pretty stable on my test with simulated 200ms latency and 10% packet loss chance

However, if i increased the lost packet rate to 20% it will starting to shows connection issue... so may be one of your players happened to have a high rate of packet loss?


GTA VCS tested with 4 players with simulated 150ms and 3% of packet loss rate seems to be stable

However, increasing the lost packet rate to 5% will starts showing issue, so i guess this game couldn't handle high rate of packet loss Sad

Hmm Kizuna Drive is actually got the best netcode I have ever seen its similar to Monster Hunter so the problem is not with this game.

The problem with GTA is so weird.
If I host the game it works and wont disconnect anyone (though i only tried once).
If someone else hosts the game (2 other players) it will disconnect one of us.
we are playing from Europe to Latin America (2 players Latin 1 Europe).
I think I got ping above 200ms with them not sure.
This seems so random.
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10-07-2020, 12:49 AM (This post was last modified: 10-07-2020 12:59 AM by AdamN.)
Post: #80
RE: PPSSPP supports more games with ad-hoc now
(10-06-2020 07:14 PM)Zinx777 Wrote:  
(10-06-2020 07:10 PM)AdamN Wrote:  Kizuna Drive worked pretty stable on my test with simulated 200ms latency and 10% packet loss chance

However, if i increased the lost packet rate to 20% it will starting to shows connection issue... so may be one of your players happened to have a high rate of packet loss?


GTA VCS tested with 4 players with simulated 150ms and 3% of packet loss rate seems to be stable

However, increasing the lost packet rate to 5% will starts showing issue, so i guess this game couldn't handle high rate of packet loss Sad

Hmm Kizuna Drive is actually got the best netcode I have ever seen its similar to Monster Hunter so the problem is not with this game.

The problem with GTA is so weird.
If I host the game it works and wont disconnect anyone (though i only tried once).
If someone else hosts the game (2 other players) it will disconnect one of us.
we are playing from Europe to Latin America (2 players Latin 1 Europe).
I think I got ping above 200ms with them not sure.
This seems so random.

True, Kizuna Drive does have a good netcode, to be able to handle 10% packet loss rate is considered good tho, not many games can do this, and in-game (during battle) increasing it to 20% were also pretty stable, it's just that the lobby couldn't handle this much of packet loss.

Most games should be able to handle upto 200ms latency/ping as i remembered, larger ping will only gives you longer delay/slower response when you press a button (at least when being seen by other players).
While higher rate of packet loss... is a bad thing, an example of when data packet getting lost, when you pressed a button and that information is lost.. it will be like you never press a button and need to press again (ie. need to send again) and hoping it wouldn't lost again, and after several times failed to sync the data due to loss it will eventually leads to desync/disconnection.

My Modified PPSSPP :
==============
Win32&64: https://www.dropbox.com/s/i6699cyf1tzu29b/PPSSPP_1.10.3-adhocfix_Win32x64.zip?dl=0
Android(ARMv7): https://www.dropbox.com/s/dmz6jvesmm3uwp2/PPSSPP_1.10.3-adhocfix_ARMv7.apk?dl=0
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10-07-2020, 07:29 AM (This post was last modified: 10-07-2020 07:31 AM by Zinx777.)
Post: #81
RE: PPSSPP supports more games with ad-hoc now
(10-07-2020 12:49 AM)AdamN Wrote:  True, Kizuna Drive does have a good netcode, to be able to handle 10% packet loss rate is considered good tho, not many games can do this, and in-game (during battle) increasing it to 20% were also pretty stable, it's just that the lobby couldn't handle this much of packet loss.

Most games should be able to handle upto 200ms latency/ping as i remembered, larger ping will only gives you longer delay/slower response when you press a button (at least when being seen by other players).
While higher rate of packet loss... is a bad thing, an example of when data packet getting lost, when you pressed a button and that information is lost.. it will be like you never press a button and need to press again (ie. need to send again) and hoping it wouldn't lost again, and after several times failed to sync the data due to loss it will eventually leads to desync/disconnection.

You are right about the button presses and in fighting games it's the most annoying because you can drop an input that you need while doing a combo.
You can see it in fighting games like Shin Budokai and BlazBlue.
Sometimes you can see input lag over the internet as well.
But at least the games wont disconnect so easily they just drop the inputs.
So far thing are looking great with certain games and looks like most games work now correctly.
I hope you could make some PRs and it will get merged into PPSSPP sometime later (after you get a phone I guess).
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10-07-2020, 02:02 PM
Post: #82
RE: PPSSPP supports more games with ad-hoc now
Found some other servers besides Sushicat for PSP online play if someone is interested:
http://www.socom.cc - for SOCOM games
psp.gameplayer.club - Alternative for Sushicat if it ever goes down

I saw Sushicat getting down once so that's why I post about them.
Maybe someone could add them to the List that PPSSPP uses for servers.
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10-07-2020, 02:20 PM (This post was last modified: 10-07-2020 02:35 PM by AdamN.)
Post: #83
RE: PPSSPP supports more games with ad-hoc now
(10-07-2020 02:02 PM)Zinx777 Wrote:  Found some other servers besides Sushicat for PSP online play if someone is interested:
http://www.socom.cc - for SOCOM games
psp.gameplayer.club - Alternative for Sushicat if it ever goes down

I saw Sushicat getting down once so that's why I post about them.
Maybe someone could add them to the List that PPSSPP uses for servers.

I'll add socom.cc later, just because it have statistic website where people can see how many players playing the game, while the gameplayer.club doesn't seems to have this so i won't add it.

They should update this list too LOL https://www.ppsspp.org/adhoc.html

PS: it would be nice if PPSSPP also host their own public adhoc server Smile i think hrydgard were thinking about this based on one of this post at github

My Modified PPSSPP :
==============
Win32&64: https://www.dropbox.com/s/i6699cyf1tzu29b/PPSSPP_1.10.3-adhocfix_Win32x64.zip?dl=0
Android(ARMv7): https://www.dropbox.com/s/dmz6jvesmm3uwp2/PPSSPP_1.10.3-adhocfix_ARMv7.apk?dl=0
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10-07-2020, 08:11 PM
Post: #84
RE: PPSSPP supports more games with ad-hoc now
I've made another PR https://github.com/hrydgard/ppsspp/pull/13519
i will update it with test build in the morning (it's 4 AM right now)

My Modified PPSSPP :
==============
Win32&64: https://www.dropbox.com/s/i6699cyf1tzu29b/PPSSPP_1.10.3-adhocfix_Win32x64.zip?dl=0
Android(ARMv7): https://www.dropbox.com/s/dmz6jvesmm3uwp2/PPSSPP_1.10.3-adhocfix_ARMv7.apk?dl=0
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10-08-2020, 04:36 PM (This post was last modified: 10-08-2020 04:59 PM by Zinx777.)
Post: #85
RE: PPSSPP supports more games with ad-hoc now
OK did some rounds of testing between PPSSPP to console (this time a Vita) .
These are the results :
Well it looks like I got UPNP Original Port to finally work lol when I played Tekken 6 (please leave it disabled by default no one really plays with other PSPs/Vitas or JPCSP).

Working games:
Tekken 6 - Working quite well and kinda smooth if you are close in distance to the person you play with.
Moto GP - Works smooth no matter the distance I was suprised.

Non working games :
Kingdom Hearts Birth By Sleep Final Mix - an interesting test , the game works in lobby but the Vita player cant host a game and at least 2 modes will get into a loop before disconnecting after starting the game (might need more testing).
Ace Combat X - Players can't see each other.
Dissidia 012 - got a white screen when trying to connect and I couldnt see the other player while he could see me (possibly a regression here as I remember that the game worked).
Tested both with FFT option enabled and disabled.
Gran Turismo - players can see each other in lobby but the game will get stuck after starting the game.

Curiously , the Vita player uses a modified build of Pro Online here (I can link it but there is no source , only the plugin itself).
And that's it mostly for now.
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10-09-2020, 02:10 AM (This post was last modified: 10-09-2020 02:20 AM by AdamN.)
Post: #86
RE: PPSSPP Ad-hoc general info thread
That white screen on Dissidia 012 has been existed for a long time, but very rare to happen, i've bump into such issue since last year LOL but only recently findout the reason, which i've mentioned not long ago, where it failed to connects to Adhoc Server on time but already tried to create/join a group thus stuck forever.
Not sure why it took that long to connects to Adhoc Server tho, it even took more than 2 seconds on localhost when the issue occurred, which is strange but very rare to happen, thus hard to reproduce.

On my previous test build (i don't remembered which one) i tried to increase the timeout from 2 to 3 seconds to make sure it's connected to Adhoc Server before progressing, but on my last test build i changed it back to 2 seconds, just because it's weird for localhost connection to take more than 2 seconds, which normally only took a few milliseconds.

My Modified PPSSPP :
==============
Win32&64: https://www.dropbox.com/s/i6699cyf1tzu29b/PPSSPP_1.10.3-adhocfix_Win32x64.zip?dl=0
Android(ARMv7): https://www.dropbox.com/s/dmz6jvesmm3uwp2/PPSSPP_1.10.3-adhocfix_ARMv7.apk?dl=0
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10-09-2020, 04:59 AM (This post was last modified: 10-09-2020 10:31 AM by Zinx777.)
Post: #87
RE: PPSSPP Ad-hoc general info thread
I know that the Dissidia community still uses a special build that you made for them.
I think it makes the white screen go away even no longer randomly.
Now that build is very very old lol like from 2015.

Anyway , someone is continuing testing games to see if Ad-hoc is working but he is only testing it locally on 1 PC (he got more motivation then me lol).
list of games that got tested so far : https://cdn.discordapp.com/attachments/7...nknown.png
I will leave the testing to him and after he finishes I will link his list here.
He also gonna see how local wireless works over Citra the 3DS emulator later.
He uses the latest PPSSPP test build as well.
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10-13-2020, 11:10 PM (This post was last modified: 10-13-2020 11:14 PM by AdamN.)
Post: #88
RE: PPSSPP Ad-hoc general info thread
Why using 2 google sheet if both contains local test? and the other one didn't mention the version being tested either

My Modified PPSSPP :
==============
Win32&64: https://www.dropbox.com/s/i6699cyf1tzu29b/PPSSPP_1.10.3-adhocfix_Win32x64.zip?dl=0
Android(ARMv7): https://www.dropbox.com/s/dmz6jvesmm3uwp2/PPSSPP_1.10.3-adhocfix_ARMv7.apk?dl=0
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10-14-2020, 04:10 AM (This post was last modified: 10-14-2020 06:13 AM by Zinx777.)
Post: #89
RE: PPSSPP Ad-hoc general info thread
The other one was not made by me I am just linking it.
It uses the latest PPSSPP though.
Eventually I might merge them but I the purpose of each list is different.l (it even checks if the games work at all om PPSSPP).
Anyway I updated most of my list with the latest build as well , at least 2 games that were non-working are working now.
You know I wonder if there are games that use Gamesharing mode for ad-hoc mode as well (like 3DS does for some games with DLP).
Uses the code of gamesharing to save code space or time maybe and then launches ad-hoc from there.
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10-14-2020, 06:32 AM (This post was last modified: 10-15-2020 02:36 PM by AdamN.)
Post: #90
RE: PPSSPP Ad-hoc general info thread
The "latest" version at orphis buildbot is always updated nearly every day LOL and each update could break or fix something, so it will be hard to track down when it was the last time working if someday it got broken.

Interesting to know that Capcom Classics Collection Reloaded game only support gamesharing mode Sad i guess i'll need to implement it if it's the only mode supported by a game.
But i will try to add ping monitoring first, before implementing gamesharing.

My Modified PPSSPP :
==============
Win32&64: https://www.dropbox.com/s/i6699cyf1tzu29b/PPSSPP_1.10.3-adhocfix_Win32x64.zip?dl=0
Android(ARMv7): https://www.dropbox.com/s/dmz6jvesmm3uwp2/PPSSPP_1.10.3-adhocfix_ARMv7.apk?dl=0
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