Comment on The Most Advanced Killer Instinct Emulator Yet To Launch In Beta This Week | Time Extension
S_H_K@lemmy.dbzer0.com 1 week ago
“Silky smooth Multiplayer”? Rollback then? Wich would make sense since in many cases rollbacks destroy the sound sync so anouncing a new sound script is because you have to to do a new one. I can’t imagine the nightmare it would be.
WhosMansIsThis@lemmy.sdf.org 1 week ago
I never thought about how rollback would affect audio. Thats a really good point. Ideally, rollback would trigger a re-fire of whatever audio script it needed to locall, right? I wonder if KIs original netcode is sending some audio cues over the network and that’s the work around.
S_H_K@lemmy.dbzer0.com 1 week ago
AFAIK it refires sometimes but usually it keeps playing on frames it shouldn’t ot cuts off totally. Depending how the engine work it could even disable the audio channel cause the audio buffer never sent the signal that it stopped playing. It basically takes a whole subsystem to resync the audio to the lost frames.
Again this is all AFAIK someone with better knowledge can come and correct me.
WhosMansIsThis@lemmy.sdf.org 1 week ago
That’s crazy. I’m clearly not an expert either but what you’re saying makes a lot of sense though - at least, to my dumb ass lol. Its probably one of the reasons why I hear its so hard to implement. One day I’ll dive deeper on it.
S_H_K@lemmy.dbzer0.com 1 week ago
GGPO is one of the oldest if not the first, but best implementations of rollback netcode there is, AFAIK is used by fightcade. I’d say is the best place to start reading they have good socs and is MIT license.