Netplay Guide: Difference between revisions

Update with information on new settings and features
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(Update with information on new settings and features)
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==== Settings Synced ====
==== Settings Synced ====
These settings will be synced over:
As of {{revision|5.0-8502}} most settings that affect determinism will be synced to other clients, so only the host needs to ensure correct settings. Games which use EFB reads or EFB to RAM are likely to desync with mismatched graphics settings, therefore '''Strict Settings Sync''' should be used, which will additionally sync most graphics settings except for backend.
 
On older revisions, only these settings will be synced over:
* Advanced Settings from General menu
* Advanced Settings from General menu
* Misc Settings from Wii menu
* Misc Settings from Wii menu
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=== Setting a Spectator ===
=== Setting a Spectator ===
A Spectator is a connected computer that has no controllers assigned to them. This can be done by going to the "Configure Pads" window (only host has access to it) and remove the spectator's name from any of the controller ports. The spectator will not cause lag or latency but can still watch the netplay session.
A Spectator is a connected computer that has no controllers assigned to them. This can be done by going to the "Configure Pads" window (only host has access to it) and remove the spectator's name from any of the controller ports. The spectator will not cause lag or latency but can still watch the netplay session.
=== Reduce Polling Rate ===
This option can significantly reduce network usage in some cases by polling the controllers only twice per frame instead of at the game's configured interval. This does not cause any issues in tested games, however testing was not comprehensive so edge cases may exist.
=== Host Input Authority ===
This gives the host control over when inputs are sent to the game, effectively decoupling players from each other in terms of buffering. This allows players to have latency based solely on their connection to the host, rather than everyone's connection. Buffer works differently in this mode. The host always has no latency, and the buffer setting serves to prevent stutter, speeding up when the amount of buffered inputs exceeds the set limit. Input delay is instead based on ping to the host.
This can result in smoother gameplay on unstable connections, as well as allowing players with much higher latency than others to play without increasing everyone's latency. However, this comes at the expense of latency fairness, which may make it not suitable for competitive play.


== Desync Troubleshooting ==
== Desync Troubleshooting ==
Double check your settings and confirm if you and other players have good ISO dump. {{revision|4.0-6638}} added the ability to detect desyncs. Watch the textbox for if it notices desyncs, as very often it will be able to tell the game has desynced before the players and may help them pinpoint the problem.
Double check your settings and confirm if you and other players have good ISO dump. {{revision|4.0-6638}} added the ability to detect desyncs. Watch the textbox for desync notifications, as very often it will be able to tell the game has desynced before the players and may help them pinpoint the problem.


Netplay has matured considerably in recent time, but still requires user competency and problem solving to get over some of the hurdles.
Netplay has matured considerably in recent time, but still requires user competency and problem solving to get over some of the hurdles.


[[Category:Tutorials]]
[[Category:Tutorials]]
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