PPSSPP Ad-hoc general info thread
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02-14-2021, 05:54 AM
(This post was last modified: 02-14-2021 05:54 AM by JAPAN.)
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RE: PPSSPP Ad-hoc general info thread
After some experimentation, I was sure that Force real clock sync worked, but No TCP Delay and Force first connect didn't. So I take back what I said yesterday about TCP Delay. Also, Force real clock sync only reduced the input delay by a few frames, and it was inevitable that the input delay would occur over time.
In conclusion, it seems to be a problem specific to this game. |
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02-14-2021, 09:57 AM
(This post was last modified: 02-14-2021 10:12 AM by AdamN.)
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RE: PPSSPP Ad-hoc general info thread
I've updated my test builds with this PR https://github.com/hrydgard/ppsspp/pull/14140
(02-13-2021 02:36 PM)JAPAN Wrote: Hello. Does playing Gundam single player will eventually also getting input delay after playing it long enough? 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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02-14-2021, 11:57 PM
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RE: PPSSPP Ad-hoc general info thread | |||
02-15-2021, 02:28 AM
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RE: PPSSPP Ad-hoc general info thread
Hmm if it's related to networking...a possible reason is something to do with increased socket buffer size that was used to fix VPN issue, causing new state to be queued longer before being sent to other players.
But if that is the case usually the player who presses the button won't get the delay... only other players will see it delayed. 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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02-15-2021, 04:45 AM
(This post was last modified: 02-15-2021 04:54 AM by Zinx777.)
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RE: PPSSPP Ad-hoc general info thread
Maybe have an option to change the socket buffer size or something.
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02-15-2021, 06:54 AM
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RE: PPSSPP Ad-hoc general info thread
I need to confirm it first whether it's related to buffer size or not.
Btw @JAPAN is this input delay also reproduceable on Gundam vs Gundam Next Plus game? or only on Gundam seed? 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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02-15-2021, 12:56 PM
(This post was last modified: 02-15-2021 12:58 PM by JAPAN.)
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RE: PPSSPP Ad-hoc general info thread
(02-15-2021 06:54 AM)AdamN Wrote: I need to confirm it first whether it's related to buffer size or not.It did not occur with GvsG NEXT. Good news. A solution was found. After extensive testing in my community, I was able to apply the 60 FPS patch and set the refresh rate to 1 to avoid bugs that increased input latency. To start with, the Gundam SEED VS mode is actually running at 30 FPS (Offline mode is 60 FPS). My acquaintance wrote a 60 FPS cheat code to fix it. After applying this cheat code, if you set the value of "Refresh Rate" displayed on the cheat setting screen to 1 and play a match, the bug no longer occurs. This was verified and confirmed not only locally but also online multiplay. I don't know why it was fixed, but I would like to thank everyone who gave me advice. Thank you! The 60 FPS patch is listed below. _C1 multiplay 60fps _L 0x0072DC84 0x00000000 |
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02-15-2021, 01:53 PM
(This post was last modified: 02-15-2021 01:54 PM by AdamN.)
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RE: PPSSPP Ad-hoc general info thread
Does Gundam SEED supposed to run 60FPS like that during multiplayer?
PPSSPP have these settings called "Render duplicate frames to 60hz" and "Buffer graphics commands", does changing any of them affects the input delay when not using the 60 FPS cheat? 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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02-15-2021, 04:41 PM
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RE: PPSSPP Ad-hoc general info thread
Using a workaround is not a solution lol.
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02-15-2021, 05:28 PM
(This post was last modified: 02-15-2021 05:38 PM by AdamN.)
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RE: PPSSPP Ad-hoc general info thread
(02-15-2021 04:41 PM)Zinx777 Wrote: Using a workaround is not a solution lol. Well if it's supposed to run at 60 FPS then there might be something wrong with the rendering engine to get 30 FPS, just like Fate Unlimited that supposed to runs at 30 FPS during multiplayer but ended with 60 fps. It may or may not be related to networking if the game is using a different engine for single player and multiplayer, it's hard to tell without finding out how the game render the frames. 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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02-20-2021, 03:19 AM
(This post was last modified: 02-20-2021 03:20 AM by JAPAN.)
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RE: PPSSPP Ad-hoc general info thread
(02-15-2021 01:53 PM)AdamN Wrote: Does Gundam SEED supposed to run 60FPS like that during multiplayer? Enabled Render duplicate frames to 60hz, but the frame rate remains the same. This is the same for other games. (Example: MGS Portable OPS) I tried to play Gundam SEED with it enabled, but I found a bug with input delay. |
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02-20-2021, 06:44 AM
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RE: PPSSPP Ad-hoc general info thread
The only way to truly know if its a PPSSPP bug or not is to try the game on real hardware.
I might try it later. |
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02-20-2021, 05:38 PM
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RE: PPSSPP Ad-hoc general info thread
Curious thing I found about GTA VCS.
If you got TCP No Delay enabled at least for 1 player (or the host only?) the game would work with 4 players on a public adhoc server. If you try without it you wont be able to get 4 players and above to work so easily... |
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02-25-2021, 03:18 AM
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RE: PPSSPP Ad-hoc general info thread
Are there any tricks and settings to connect lego indiana jones 2 easily? Thjs is the only game I'm struggling to connect between two android ppsspp. 1 out of around 20 tries will be successful but my kids got no time to bother waiting to connect successfully. Any helps please. Thank you.
FYI, I'm on 1.11.2 version. |
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Yesterday, 06:03 AM
(This post was last modified: Yesterday 06:11 AM by AdamN.)
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RE: PPSSPP Ad-hoc general info thread
(02-25-2021 03:18 AM)kukalikuk Wrote: Are there any tricks and settings to connect lego indiana jones 2 easily? Thjs is the only game I'm struggling to connect between two android ppsspp. 1 out of around 20 tries will be successful but my kids got no time to bother waiting to connect successfully. Any helps please. Thank you. Usually, if the Host is running slower than the Joining one, it will have a higher chance to succeed. You can try using alternate speed to slowdown the Host when Starting the multiplayer mission, after both side entered the mission map successful you can use normal speed again. PS: You can also try using my testbuilds (links on my signature below) to see if it makes any difference. 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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