Netplay on RetroPie Experiences?
-
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?
-
@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.
-
@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
-
@retropieuser555 said in Netplay on RetroPie Experiences?:
fbneo
Hmmm there might be another problem then, FBNeo's savestates should be cross-compatible.
-
@barbudreadmon I am confused, hadn't the OP asked about Netplay and not savestates?
-
@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:-
-
@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. -
@Ashpool said in Netplay on RetroPie Experiences?:
RetroArch will invisibly rewind
Netplay, rewind, runahead and preemptive frames are savestate-based features.
Contributions to the project are always appreciated, so if you would like to support us with a donation you can do so here.
Hosting provided by Mythic-Beasts. See the Hosting Information page for more information.