(07-26-2014, 11:47 AM)Heoxis Wrote:Initially the lag issue on Client/Join was due to hardware performance (lower than 100%) while the host is running 100% and causing the socket buffer to be full on the slow player.(07-26-2014, 11:08 AM)AdamN Wrote: Here is a new build:
* Reducing the lags after joining a host in Lord of Arcana (usually happened on player that's running too slow/low speed), this will also affect other games with lag/disconnection issue
* Fixed some of the possible crashing replace functions
* Tried to make this build to be compatible with old savestate (not sure whether this works or not though)
Note: If you ever create a savestate using my previous build, that savestate could be broken, you should use/load savestate created from official build
It might be best not to create a savestate using my recent builds.
Win32 : https://www.dropbox.com/s/xdgwhfnwt8fuu3...indows.zip
Win64 : https://www.dropbox.com/s/irubwwu9wf6lg9...dows64.zip
PS: i've tried to trackdown the crash on Lord of Arcana, but so far i can only see Replace_strcmp, while there are other kind of crashes also but it only shows the location at the JIT Loop, so i don't really know from which instruction those crashes are.
Check if Miami Vice The Game lag is adhoc problem or a graphic problem :O second player always lags :O
One player is sending many data too fast but the other player can't read/process it fast enough and piling up in the buffer.
@ Zinx777: I may not be able to do anymore "hobby" programming soon, since i might have a day job starting next month
PPSSPP Multiplayer Guide: https://github.com/hrydgard/ppsspp/wiki/How-to-play-multiplayer-games-with-PPSSPP

