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A new idea improved ad-hoc multiplayer
10-05-2020, 04:12 PM (This post was last modified: 10-05-2020 04:14 PM by nadaking.)
Post: #4
RE: A new idea improved ad-hoc multiplayer
(10-05-2020 03:04 PM)Zinx777 Wrote:  I think that maybe its possible but it's not practical in nature.
I know some good PSP games that got a playable netcode to them if that's what you are interested about like Shin Budokai 1/2 , the BlazBlue games and some arena fighters like Marvel Nemesis and Tales Of VS.
They are mostly full speed no matter what the distance you are from the other player/s .
But yeah the majority if not all 2D fighters require a good distance because they all use lockstep netcode (it was before the era of rollback netcode).

The issue is with the ad-hoc netcode itself. Running locally, it is fine - the minute you want to connect to someone even a 3 hr drive away, it begins to drop all kinds. By simplifying the packet-loss to only screen capture and input capture, it makes this a null-issue.

I doubt anyone is looking at implementing rollback into the psp's adhoc network communication protocol, but that would be certainly be ideal.

(10-05-2020 02:59 PM)AdamN Wrote:  It's going to be like google Stadia Smile but possible.
However, it'll probably going to be costly to rent a cloud with GPU

The cloud-parsec community would argue the performance gains over stadia are multitudes better. Not even worth comparing it to the overhead involved with Stadia connections.
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RE: A new idea improved ad-hoc multiplayer - nadaking - 10-05-2020 04:12 PM

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