![]() Pictochat is a bit different - it does send CMD frames every ~4ms, but it also does that thing where it polls 3 or 4 clients per frame in a rolling order, so it amounts to a pretty similar thing anyway. In most games, the host only sends a CMD frame once per video frame (that is, once every ~16.67ms). However, I observed that local multiplayer exchanges aren't as tight as I thought before. And the host discards stale reply frames to prevent itself from running too far ahead. Clients may not run ahead of the host - when they receive a frame from the host, they know how much they need to catch up, when to start actually receiving that frame, and in the case of a CMD frame, how long they can run ahead before waiting for another frame. It is actually fairly simple: each frame that is sent has a timestamp attached to it, that is used to keep things in sync. ![]() Since version 0.9.5, melonDS uses a synchronization mechanism to ensure this works smoothly. However, the CMD frame and subsequent reply frames use the 802.11 duration field to reserve the needed timeslot for the entire CMD exchange, so that everything can be pretty tight. In a real world setting, you'll want to ensure your wifi channel isn't being used before sending stuff, so that's what the delay is. The CMD frame isn't sent immediately, there is always a variable delay before. I've been experimenting, but for now, nothing really conclusive came out of it.īasically, if you remember your local multiplayer 101, this is how it goes: In the previous post, I mentioned I had an idea to optimize LLE wifi. I'll have to give this a try.ĥ comments (last by Thornskade) | Post a comment It may even possible to build something robust around enet. We're also thinking of bringing back LAN, but as a proper LAN mode instead of just tossing packets around the network. I have a bit of an idea what's going on, but I'll need to work on it more. I'm also trying to fix some other problems, namely how in some games you can't connect more than two players. We still have to see how this goes - we might have to make it optional if it causes problems somewhere. I had to do a few tweaks to get it reliable in certain situations, but so far it gives quite a substantial speed boost and doesn't seem to impact reliability. The only exception to this is when the host sends a beacon frame, but since these are sent at a fixed interval, it's not hard to take them into account. When the host sends a CMD frame, generally there won't be anything else being sent (other than replies and ack) until the end of the CMD_COUNT window, unless some clients failed to reply. The basic idea is that games send multiplayer data at a generally steady rate and the timings are predictable. I've been thinking about the problem and making another experiment, which seems more successful. If you're running into trouble: Howto/FAQ (WIP) Wifi: local multiplayer, online connectivity.Various display position/sizing/rotation modes.Nearly complete core (CPU, video, audio.While it is still a work in progress, it has a pretty solid set of features: PS: I would really prefer retroarch over Lakka since I don’t want to have to reboot and inject payloads everytime I want to go play switch games then other console games, then back to switch games again, with retroarch.MelonDS aims at providing fast and accurate Nintendo DS emulation. The core updater says the same thing, and of course I already ran the “update core info files”. There’s only one core for sony, which is the PCSX ReARMed. The good thing is that it works but, the next problem is that, I can’t find the core for psp at all. So then I give up and tried to run the nro file from homebrew just to see if I’ll even need the ‘performance boost’. I even tried to install and run a “RetroarchRedirect v1.0.0” just to see if an earlier/different version would work at all but still got the same outcome. And course I’ve tried to reinstall it multiple times. After running a check, it just says “error code: 2016-0602 corrupted data was found”. Anyway after installing the nsp and running it, the problem is that my switch says “Unable to start software” and if I try to re-run it, my switch says “Corrupted save data has been detected, please run a check…”. I also heard that it’s better to install the retroarch with said nsp rather than running it from homebrew since apparently homebrew has hardware limitations. Currently I have an sxos so I saw that retroarch had an nsp file which was nice. I want to try playing psp games on my switch.
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