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PPSSPP Networking Info Thread
01-24-2021, 11:15 AM (This post was last modified: 01-24-2021 11:16 AM by AdamN.)
Post: #196
RE: PPSSPP Ad-hoc general info thread
(01-24-2021 07:51 AM)Zinx777 Wrote:  
(01-24-2021 06:52 AM)AdamN Wrote:  
(01-23-2021 04:01 PM)Zinx777 Wrote:  Also about UPNP... I found out its sometimes useless if the router or OS got access to a more relaxed NAT (some routers are like that).
I was suprised when I got some games working without opening a single port and without UPNP enabled.
Android devices got an issue though and either need UPNP enabled and/or havea access to WiFi or Ethernet (in the case of Android TV devices).

The router might have something like DMZ enabled (ie. pass-through or something) which will open/forward all ports, so opening all ports like that will have higher security risk just like DMZ.

No thats' the thing it works even without UPNP enabled and without DMZ.
It's strange but it can occur I don't know the exact reason but I think it's the NAT tye maybe.
Also I thought The Warriors does not work but I guess it got fixed recently...

Yeah, i know, i mean it's not UPnP or DMZ, but another feature similar to DMZ but with different name (i remembered there is one that called pass-through or something)

The Warriors fix is not merged yet, this is the PR https://github.com/hrydgard/ppsspp/pull/13967

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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01-25-2021, 12:26 AM (This post was last modified: 01-25-2021 10:28 AM by AdamN.)
Post: #197
RE: PPSSPP Ad-hoc general info thread
Ooops sorry, UPnP is more convenient, but have higher security risk than DMZ https://portforward.com/nat-types/

UPnP doesn't restrict IP/MAC/Port, so any device on the same network can use it and have security risk if any of those devices have malware.
DMZ restricted to one device on the network but have security risk by opening all the ports, but as long that particular device doesn't have malware it should be safe.
So in the end the lowest security risk is by port-forwarding manually Big Grin which can be troublesome for people who have no access to the router.

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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01-25-2021, 04:36 AM
Post: #198
RE: PPSSPP Ad-hoc general info thread
lol many routers have UPNP enabled by default so are they all screwed?
I still think that DMZ is still worse because it opens all the ports in the network until you disable it and its disabled by default.
UPNP can open ports and then close them when needed.
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01-25-2021, 10:43 AM
Post: #199
RE: PPSSPP Ad-hoc general info thread
Btw is there any games which can only works with ForcedFirstConnect?
because the fix for The Warriors should also improve connectivity (ie. getting connected faster), so may be ForcedFirstConnect won't be needed anymore.

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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01-25-2021, 10:58 AM
Post: #200
RE: PPSSPP Ad-hoc general info thread
(01-25-2021 10:43 AM)AdamN Wrote:  Btw is there any games which can only works with ForcedFirstConnect?
because the fix for The Warriors should also improve connectivity (ie. getting connected faster), so may be ForcedFirstConnect won't be needed anymore.

You can see from my spreadsheet which games need it.
The info is in notes.
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01-27-2021, 02:37 PM
Post: #201
RE: PPSSPP Ad-hoc general info thread
Has anyone came up with a permanent fix for games going too fast (Bleach Heat The Soul 7).

I have a couple work arounds that "work sometimes" it makes the game 40fps which is actually smooth and playable for this game atleast to me.

(im not a programmer or anything i was just trying shit out)

I put both instances on "ForceMaxEmulatedFPS = 30" in the ppsspp.ini file (it might not be in your file so just write it in there, i put mines under the cpu options)

I set one instance to FrameSkip 1.

When you go into a multiplayer match you can select your characters as normal. When the stage transition starts the instance with the frameskipping on will "pause"
(youll still be able to play cause its not really frozen or paused)

I noticed that as long as it is "frozen" my game will stay at "40/40(100%)"
(it starts to ignore the forcedmaxfps when you go online idk why but in single player and menus its 30/30)

This only lasts for a few matches before it pops back to 60/60 and 30/60(frameskip at 1) and goes too fast again.
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01-30-2021, 01:47 PM
Post: #202
RE: PPSSPP Ad-hoc general info thread
(01-27-2021 02:37 PM)HeziTheGreat Wrote:  Has anyone came up with a permanent fix for games going too fast (Bleach Heat The Soul 7).

I have a couple work arounds that "work sometimes" it makes the game 40fps which is actually smooth and playable for this game atleast to me.

(im not a programmer or anything i was just trying shit out)

I put both instances on "ForceMaxEmulatedFPS = 30" in the ppsspp.ini file (it might not be in your file so just write it in there, i put mines under the cpu options)

I set one instance to FrameSkip 1.

When you go into a multiplayer match you can select your characters as normal. When the stage transition starts the instance with the frameskipping on will "pause"
(youll still be able to play cause its not really frozen or paused)

I noticed that as long as it is "frozen" my game will stay at "40/40(100%)"
(it starts to ignore the forcedmaxfps when you go online idk why but in single player and menus its 30/30)

This only lasts for a few matches before it pops back to 60/60 and 30/60(frameskip at 1) and goes too fast again.

If you underclock the emulated CPU to 100 mhz or below it also helps.
At least when I did it on both instances I got somewhat of a stable 30 fps.
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02-02-2021, 10:29 AM (This post was last modified: 02-02-2021 10:32 AM by AdamN.)
Post: #203
RE: PPSSPP Ad-hoc general info thread
Hmm.. i just find out that on some Android the port restriction are not only need to be above 1024, but also needs to fall in the ephemeral port range (ie. 32768 - 61000).
https://stackoverflow.com/questions/1407...d/14124606
There are also port range for other OS at wiki https://en.wikipedia.org/wiki/Ephemeral_port

@Zinx777 you may want to add this information on your guide when choosing Port Offset value.

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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02-02-2021, 02:48 PM (This post was last modified: 02-02-2021 02:54 PM by Zinx777.)
Post: #204
RE: PPSSPP Ad-hoc general info thread
I didn't work on the video tutorial... thats zakij3.
Also I dont think that entirely correct about the port offsets on Android...
I use mainly port offset 1500 because that one works the best for most cases.
Anyway there would be a new tutorial by him soon for PPSSPP 1.11 and I will link it here when its finished.
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02-02-2021, 02:56 PM
Post: #205
RE: PPSSPP Ad-hoc general info thread
What do you mean exactly by "fall in the ephemeral port range" but on android its kinda hard to type a specific port offset number so usually I press "+" or "-" which do +100 or -100 and so far beside the number below 1024, I didn't saw any Issue, I wont mind checking what you mentioned once I get a bit more details
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02-02-2021, 04:25 PM
Post: #206
RE: PPSSPP Ad-hoc general info thread
Hmm The Warriors is sensitive to distance and lag in a similar way to the 3D GTA games.. (both are made by Rockstar lol).
But it's near impossible to play with someone above ping 250-300 while its possible on GTA.
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02-02-2021, 06:02 PM (This post was last modified: 02-02-2021 06:32 PM by AdamN.)
Post: #207
RE: PPSSPP Ad-hoc general info thread
(02-02-2021 02:56 PM)zakilj3 Wrote:  What do you mean exactly by "fall in the ephemeral port range" but on android its kinda hard to type a specific port offset number so usually I press "+" or "-" which do +100 or -100 and so far beside the number below 1024, I didn't saw any Issue, I wont mind checking what you mentioned once I get a bit more details

It means the port need to be within that range, for example using port offset 33000 is good because it's inside the range of 32768 to 61000.

Apparently Sony Xperia have a more stricter port usage based on this guy issue https://github.com/hrydgard/ppsspp/issues/14051

(02-02-2021 04:25 PM)Zinx777 Wrote:  Hmm The Warriors is sensitive to distance and lag in a similar way to the 3D GTA games.. (both are made by Rockstar lol).
But it's near impossible to play with someone above ping 250-300 while its possible on GTA.

It's expected to have lags/delays on such high latency, depends on how the developer implements the net code.
And most adhoc games will try to sync their data on every frame, which means it need to be able to sync the data within 16ms on 60 FPS games or 33ms on 30 FPS games. (ie. 1 second = 1000ms divided by 60 FPS => need to render the frame within 16.667ms per frame)

So if the network latency is more than 16ms it will render the frame at slower rate, thus can cause FPS drops, sometimes the game need to freeze the screen waiting for data to be synced before rendering the frame (usually happened on fighting games).
So far Warriors Orochi 2 probably have the worst net code from my perspective, because it won't render any frame if there are incoming data in socket buffer (ie. it will keeps reading the buffer until there isn't enough data to be read before rendering the frame), so if a player is sending faster than the other player, there will always be incoming data in socket buffer thus causing the FPS to drops to 0~4 FPS (ie. looks like a slide show), reducing the socket buffer size helped preventing it from dropping the FPS too low, but VPN doesn't seems to like small buffer size Sad

There are also games that try to sync the data asynchronously in background without affecting the frame rendering, in this case the game will looks like having delays (ie. delayed action and jumpy movements like in Naruto Kizune Drive) which is similar to how MMO games worked on PC (ie. prefer delays than to freeze all movements while syncing)

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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02-02-2021, 06:32 PM (This post was last modified: 02-02-2021 06:36 PM by Zinx777.)
Post: #208
RE: PPSSPP Ad-hoc general info thread
Yeah I know a bit about the various netcodes that are out there mainly : lockstep , async lockstep (rare) and client side prediction.
Regular lockstep is what you described on your first paragraph games like Tekken 6 uses that.
Client side prediction is used in most FPS games on the PSP but there is 1 fighting game that I think uses it too and that's Mortal Kombat and it looks hilarious because the moves will look jerky and bad lol.
I think that Monster Hunter games and Kingdom Hearts also use client side prediction as well and that's for the best.
I dont know what uses async lockstep but I think Shin Budokai 2 is one of them because the closer you come and make interactions with the other player the more lag and stutters you will get and the reverse happens when you are distance away.
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02-02-2021, 07:51 PM (This post was last modified: 02-02-2021 08:16 PM by Zinx777.)
Post: #209
RE: PPSSPP Ad-hoc general info thread
Interesting thing I found AdamN that might help figure some issues with VPNs.
As you can see in this picture : https://media.discordapp.net/attachments...height=609
You see there is an MTU of 2800 applied to the VPN configuration.
What is the recommended MTU for a VPN in your opinion? If it could be modified.
Apparently the recommended MTU for playing over Xlink Kai on real PSPs is 2272 but I dont know if its similar to what PPSSPP needs.
I don't know what is the default MTU for other VPNs but I think its in the range of 1400-1500.
Maybe you can add an option on PPSSPP that modifies the MTU ? perhaps it could help some cases.
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02-02-2021, 09:53 PM
Post: #210
RE: PPSSPP Ad-hoc general info thread
I see, in my case on my xiaomi mi 9t pro but as well on my old LG k10 2017, port offset 1500 or other above 1024 do works fine
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