Talk:GGPO

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>Tekken producer Katsuhiro Harada recently stated in a interview that GGPO is unlikely going to be used for Soul Calibur V's online system due to networking and data reasons.[citation needed]

Here is a source : http://www.youtube.com/watch?v=ymYRnT-yFNo&feature=player_embedded#at=473

But actually Harada don't say that he will not use de GGPO. He only say that GGPO is not a magic potion. The problem is that there's too much data (three times more) and they focus on compressing data. But will they use GGPO or not, nobody knows.

85.28.117.198 (talk) 20:45, 21 July 2011 (UTC)[reply]

Relationship with time-rewind lag compensation[edit]

Lag#Rewind_time details a technique that sounds similar to this tool's. If they are similar (or even the same), a link through would improve the article. --Tom Edwards (talk) 14:33, 31 May 2016 (UTC)[reply]

MKXL[edit]

I cited the wrong link in the summary when I changed the statement that MKXL used GGPO. The right one is this. --uKER (talk) 05:45, 13 February 2017 (UTC)[reply]

Super Street Fighter II Turbo HD Remix (2008) and Marvel vs Capcom 2 (2009)[edit]

First hand statement: These two projects did not use GGPO. They did use rollback, but it was developed independently from scratch by an in-house engineer who was not even aware that GGPO existed at the time he implemented it on SSF2THDR. It was later adapted to MvC2 from the same source used on the earlier project. The authors of GGPO were aware of the method's use due to their personal acquaintance with a designer on the earlier project, but contributed no programming work and are not credited as engineers on either project. As such, I've moved these two games to the "used rollback" section instead of the "used GGPO" one.

I found a reddit post from David Sirlin clarifying that HDR used a different approach to rollback over GGPO but I don't think this source is good enough. Do you have any alternate sources for MvC2 as well? Jotamide (talk) 19:40, 29 June 2020 (UTC)[reply]

Suggested addition to list of games with rollback networking: Chessplosion[edit]

My game Chessplosion launched on Steam with rollback netcode on September 21 2021. Specifically it originally launched with GGPO, and was then updated to instead use non-GGPO custom rollback networking on December 16 2021. I have made plenty of tweets mentioning its rollback netcode, but I'm struggling to find one that doesn't link to the game's store page (such as this). I'm not adding it to the list myself because of the obvious conflict of interest, so feel free to ignore this suggestion if the game isn't notable enough. CTMatthews (talk) 11:47, 11 January 2022 (UTC)[reply]