Netplay Guide: Difference between revisions

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*<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 1 pad buffer per 15 ms 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 1 pad buffer per 15 ms 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 and will be kept even after the netplay session is over.  This is good for longer games that will take many sessions, like playing through Tales of Symphonia with multiple players.
*<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 over.  This 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>Load Wii Save</b>:  This settings determines whether a Wii Save file is loaded for the <i>initial</i> title selected.  It only loads a single Wii Save if the hosted netplay game is a Wii game.
*<b>Load Wii Save</b>:  This settings determines whether a Wii Save file is loaded for the <i>initial</i> title selected.  It only loads a single Wii Save if the hosted netplay game is a Wii game.
*<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 session.  Your original saves will not be overwritten.
*<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 session.  Your original saves will not be overwritten.
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