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    Netplay on RetroPie Experiences?

    Scheduled Pinned Locked Moved General Discussion and Gaming
    netplay
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    • retropieuser555R
      retropieuser555
      last edited by

      Just curious if anyone has used the netplay function a lot on RetroPie? I started messing with it over the weekend and found I had to make a 64bit build as anything that wasn't a Retropie wouldn't connect to it (I could get my MacBook and Smartphone to link one Retroarch for example, but not to the pi 4, because it was 32bit whereas they are 64bit)

      Have to say it seems pretty snappy without much lag which I'm surprised by, although that's me being on the same WiFi network (but using the relay). I would've thought it was much more choppy than it actually is. Interesting to see the list of cores that do and don't support it.

      How's everyone else found netplay on RetroPie?

      Pi 5 4GB

      Retroflag GPI with raspberry pi zero 2 w/ wifi

      Retroachievements:- lovelessrapture

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        barbudreadmon @retropieuser555
        last edited by barbudreadmon

        @retropieuser555 said in Netplay on RetroPie Experiences?:

        I started messing with it over the weekend and found I had to make a 64bit build as anything that wasn't a Retropie wouldn't connect to it

        There are probably some cores missing cross-compatibility between 32-bits & 64-bits savestates. You should probably report this on their github.

        FBNeo developer - github - forum

        retropieuser555R 1 Reply Last reply Reply Quote 0
        • retropieuser555R
          retropieuser555 @barbudreadmon
          last edited by

          @barbudreadmon I might do. If I'm honest though I tried snes9x, genesis plus gx, picodrive, nestoptia, fbneo and all didn't work going from 64bit to 32bit. Apparently it's a wider issue, I saw an issue about it already logged from back in 2020. I don't know a great deal about it but building into 64bit and testing all of these are working ok for me now. Perhaps its something that only affected my 32bit build, I donno

          Pi 5 4GB

          Retroflag GPI with raspberry pi zero 2 w/ wifi

          Retroachievements:- lovelessrapture

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            barbudreadmon @retropieuser555
            last edited by

            @retropieuser555 said in Netplay on RetroPie Experiences?:

            fbneo

            Hmmm there might be another problem then, FBNeo's savestates should be cross-compatible.

            FBNeo developer - github - forum

            AshpoolA 1 Reply Last reply Reply Quote 0
            • AshpoolA
              Ashpool @barbudreadmon
              last edited by

              @barbudreadmon I am confused, hadn't the OP asked about Netplay and not savestates?

              retropieuser555R 1 Reply Last reply Reply Quote 0
              • retropieuser555R
                retropieuser555 @Ashpool
                last edited by

                @Ashpool the way netplay syncs is it sends a save state to the client player so you're both at the same point of the game. Because there are compatibility issues that will cause netplay to fail.

                Fwiw this is the issue i found for the Mega Drive/Mega CD emulator:-

                https://github.com/ekeeke/Genesis-Plus-GX/issues/311

                Pi 5 4GB

                Retroflag GPI with raspberry pi zero 2 w/ wifi

                Retroachievements:- lovelessrapture

                AshpoolA 1 Reply Last reply Reply Quote 1
                • AshpoolA
                  Ashpool @retropieuser555
                  last edited by Ashpool

                  @retropieuser555 Ah, thanks for the clarrification . from what i remembered within the netplay-libretro docs, i wouldn't have guessed, at least not from this description:

                  A single netplay server may have connections from multiple netplay clients. For most behavior, the server and client are equal participants, but for operations which require global synchronization, the server is canonical. In normal, running behavior, each playing client simply sends the input state of their controller every frame, and the server forwards input data between clients. Every client and the server is aware of which player slots are in use (i.e., which controllers are plugged in), and the server is aware of which client corresponds to which player slot. …
                  When new input data is received from a player, if it is before the currently executing frame, RetroArch will invisibly rewind and replay with the new input data, arriving at the original frame so that the local player's own input is always seemless.

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                    barbudreadmon @Ashpool
                    last edited by

                    @Ashpool said in Netplay on RetroPie Experiences?:

                    RetroArch will invisibly rewind

                    Netplay, rewind, runahead and preemptive frames are savestate-based features.

                    FBNeo developer - github - forum

                    1 Reply Last reply Reply Quote 1
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