Netplay Guide: Difference between revisions

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Once a session is hosted, the host has the opportunity to adjust netplay settings before actually starting the game.  These settings may be crucial to the enjoyment of your netplay session, so please review them carefully.
Once a session is hosted, the host has the opportunity to adjust netplay settings before actually starting the game.  These settings may be crucial to the enjoyment of your netplay session, so please review them carefully.


{{Image|NetplayDataTab.png|The host will have access to more options than clients|br}}
{{Image|Updatednetplaysettings.png|The host will have access to more options than clients|br}}


*<b>Buffer</b>:  At the bottom of the screen is the buffer option.  Buffer is the amount of latency added to inputs.  If you're noticing slowdown and stuttering <i>even</i> on very low impact scenes like a game's splash screens, odds are the buffer is too low and you might need to increase it.  A simple formula that is accurate for most titles is <b>1 pad buffer per 15 ms</b> of latency per client. Two players at 50 ms latency would be roughly 3 - 4 buffer, where as three players at 50 and 65 ms would be roughly 7 buffer.  Depending on your computer's performance (higher performance computers finish frames sooner, meaning slightly less buffer may be needed) and the quality of your internet, you may need to adjust this.  Sometimes poll more/less than others, which may result in the formula not working at all.
*<b>Buffer</b>:  At the bottom of the screen is the buffer option.  Buffer is the amount of latency added to inputs.  If you're noticing slowdown and stuttering <i>even</i> on very low impact scenes like a game's splash screens, odds are the buffer is too low and you might need to increase it.  A simple formula that is accurate for most titles is <b>1 pad buffer per 15 ms</b> of latency per client. Two players at 50 ms latency would be roughly 3 - 4 buffer, where as three players at 50 and 65 ms would be roughly 7 buffer.  Depending on your computer's performance (higher performance computers finish frames sooner, meaning slightly less buffer may be needed) and the quality of your internet, you may need to adjust this.  Sometimes poll more/less than others, which may result in the formula not working at all.
*<b>Write Save Data</b>: If Write Save Data is enabled, this means that progress made on netplay will be saved to the <b>host's</b> Memory Card or Wii NAND, depending on which is applicable, and the data will be kept even after the netplay session is overThis is good for longer games that will take many sessions, like playing through Tales of Symphonia with multiple players. Note that if netplay crashes, Wii saves may not be properly copied into the host's NAND and may need to recovered manually from the Wii backup folder within the user directory.
*<b>No Save Data</b>: This setting is when you're playing a game that does not need save data and you do not need to record your progress.  The netplay session will be entirely contained inside of itself, and will not permanently save any data.
*<b>Load Wii Save</b>:  This settings determines whether a Wii Save file is loaded for the <i>initial</i> title selectedIt only loads a single Wii Save if the hosted netplay game is a Wii game.
*<b>Load Host's Save Data Only</b>:  This setting loads the host's save for the netplay title, but will not save any progressCan be useful when using stock saves on games like Super Smash Bros. Melee and Brawl.
*<b>Sync Saves</b>: This synchronizes savedata for the netplay session.  It will only sync whatever saves are loaded, and these saves are only synchronized temporarily for the current netplay sessionYour original saves will not be overwritten.
*<b>Load and Write Host's Save Data</b>:  This setting loads the host's save for the game, and will update the host's save as you progressThis setting is particularly useful for long-form game sessions.  **Note**: Clients do not get their saves overwritten by this setting.  Their local saves will be unaffected.
*<b>Sync AR/Gecko Codes</b>: This option synchronizes which Action Replay and Gecko Codes are enabled between players.  The codes enabled on the host's computer will automatically be enabled on clients when the netplay game starts.  Note that it only synchronizes which codes are enabled, it will not transfer new codes between players.  If this feature causes problems, it may be because the codes differ in each player's GameINI.
*<b>Sync All Wii Saves</b>: This synchronizes all Wii Save Data instead of just the active title's save data for the netplay session.  Useful if you're booting a romhack that uses different savedata than the actual file you're loadingExample: Project M uses a .elf, but loads savedata from the NAND under a different title name.
*<b>Sync All Wii Saves</b>: This synchronizes all Wii Save Data for a netplay session.  Useful if you're booting a romhack that uses different savedata than the actual file you're loading.  Example: Project M uses a .elf, but loads savedata from the NAND under a different title name.
*<b>Sync AR/Gecko Codes</b>: This option synchronizes which Action Replay and Gecko Codes are enabled between players.  The codes enabled on the host's computer will automatically be enabled on clients when the netplay game starts.  Note that it only synchronizes which codes are enabled, it will not transfer new codes between players.  If this feature causes problems, it may be because the codes differ in each player's install of Dolphin.
*<b>Strict Settings Sync</b>: This setting more aggressively synchronizes various volatile settings in Dolphin, such as minor Graphics Settings such as Internal Resolution.  This can be used if you have a desync caused by a setting that you cannot identify.
*<b>Strict Settings Sync</b>: This setting more aggressively synchronizes various volatile settings in Dolphin, such as minor Graphics Settings such as Internal Resolution.  This can be used if you have a desync caused by a setting that you cannot identify.


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