Right click on GGPO, click “Properties”.
Click on the “Compatibility” tab.
Checkmark “Disable Desktop Composition.”.
Click “Apply”.
When you launch GGPO, it will turn off the aero theme. When you close GGPO, aero theme will be re-enabled.
Right click on GGPO, click “Properties”.
Click on the “Compatibility” tab.
Checkmark “Disable Desktop Composition.”.
Click “Apply”.
When you launch GGPO, it will turn off the aero theme. When you close GGPO, aero theme will be re-enabled.
I…LIKE…MY…AERO…THEME…DOE!!!
I don’t get it, with the Enhanced blitter I get a garbled screen windowed + sound no matter what the renderer is (MAME 2x, 3d double pixels, etc.) but it works fine full screen. I’m fucking positive it worked fine with it before, IDK what’s wrong with it but with the Experimental blitter everything works fine windowed, but no chat or other messages for me. Sucks.
Oh, and scanlines had some funky error if using 3x window size, had to turn on ‘use bilininear filter for scanlines’ in the .ini.
make sure you disable all effects, but have you tried experimental blitter instead, I mean you said your hardware is old, thats life then.
my online experience was much better on xbox considering it was a bunch of broke kids mashing on keyboards with shitty internet and shitty computers. to each his own I guess.
in any event, fuck input lag, I’m waiting for the day I get to emulate cvs2 with no input lag :[
yeah AFAIK every emulator that runs CvS2 does it laggy as shit
good reason to keep a PS2 around I guess
I’ve tried Enhanced (D3D7) which produces said garbage in windowed mode, with every renderer (tried AdvanceMAME scale 2x, 3x and Double pixels)
Basic and SoftFX (DD) blitters works well, but no way in hell am I running 3s on software. Plus the chat and other in-game text looks silly because the font doesn’t scale.
Now I’m using Experimental (D3D9) which works fine, but no in game chat, too bad I guess.
I haven’t used any other effects except bilinear filtering + scanlines, that is I’ve pressed the Disable all effects in Blitter options when using the Enhanced blitter, Enable Pre-scale and Pre-scale using SoftFX are unticked, just like the guide, no RGB effects, no Phosphor feedback, nothing, and still it produces garbage for me if I try to play or watch games in GGPO windowed, but full screen works fine. I’m positive it worked fine with the Enhanced blitter + Double pixels renderer before, but idk what broke and now it doesn’t.
So it’s the Experimental blitter for me.
That NAOMI emulator works fine, which also runs HnK and GGAC, but requires a very good PC in order to work properly.
Input lag is inevitable, GGPO allows you the option to play on 0, which most popular fighting games (AE/UMvC3/SFxT) don’t allow, because frankly; it’s fucking terrible. Almost every major fighting game generates input lag based on your opponents connection/location. GGPO only allows you to set it manually, it doesn’t predetermine what it should be, and for that reason its critical that you set it for your opponents ping.
For example, if you leave it on 1, it’ll do fine when played against someone fairly local, but if you’re matched against someone across the coast, you will have a teleportation skipping fest, which isn’t fun for you or your opponent. How would you go about fixing this if you’re playing ranked match, or even in a lobby that’s filled with players across the world!? You don’t, you just deal. This is one of many reasons GGPO on the PC will be superior, you pick who you play and you set your settings accordingly.
Because the popular fighting games determine input lag for you, allot of people don’t realize how conditional playing on GGPO is. Skull Girls understood this, and allowed you the option to change it before every match. Some would say this was smart, but its just fucking common sense.
This is mandatory for GGPO and Iron Galaxy is ignoring it.
Anyway, not to mention you’re playing on XBL and PSN dedicated servers. It’s known that the PSN servers are garbage in comparison to XBL, but XBL still doesn’t touch a direct line in your PC, hell, even wireless on your PC beats XBL. How do I know this? Because I’ve tested this with plenty of local opponents, on PSN/XBL> to PC. PC has always had the best results. I have a great computer, a direct line, and know how to set my input lag accordingly to my opponents ping. I’m also convinced 3soe GGPO was poorly coded or the servers are just too shit, who knows.
Doesn’t change the fact that it still plays like you’re underwater offline.
And giving yourself a few frames of input lag to have a smooth match is still wack imo.
Honestly, if I could have any of these emulated games running without input lag offline at least would be pretty awesome but I’ve yet to see that happen. Given that, how could that online experience be any better than one that plays/runs correctly from the get go?
Feels like underwater offline…?? What…? You must either have a really terrible computer or a completely worthless emulator or something… I play at family fun arcade on candy cabinets, I go home and feel no difference in delay using the offline emulator when I want to practice kara palms. You either have no idea what the fuck you’re talking about, or are using a terrible emulator.
“And giving yourself a few frames of input lag to have a smooth match is still wack imo.”
Welcome to online gaming.
he goes to family fun arcade guys.
you could do some next level shit and get the ggpo source code, then switch over the new blitter files for experimental or manually add in the in game text, but thats beyond me, friend.
Umm, a good portion of the people using GGPO for 3s actually have it on xbox. Including myself. I choose to use GGPO instead though.
nah all PC emulation has input lag that a real machine won’t have. you have to buffer at least a frame to get the video to the screen (make that two frames if you have vsync or Aero on), Windows buffers inputs before sending them to the appropriate place and USB only polls input every 8ms (you can overclock that to make it happen more often though), and for audio it’s pretty hard for most people to get latency below 20ms outside of Linux. of course laggy screens are an issue too but that’s completely fixable. one of the SNES emulator authors wrote a while back about latency, and said he suspected the average delay most people dealt with was like 80-100ms and that it was really hard to get it below ~40ms on any modern OS. after some tech talk most people agreed that to get it down to real hardware levels you’d basically have to be running DOS and writing your own drivers for everything so you can bypass all the buffering etc.
for my experience MAME is pretty darn laggy and requires me to adjust my timing for everything. FBA is less laggy but there’s still a difference on inputs between FBA and OE.
igloo stop trolling
just played a really long set with nica, and I was red parrying stuff. its not as laggy as your saying
I feel no difference, you guys just complain about anything.
stay free
lmao this guy.
Was pointing out the fact that I actually do play offline on a legitimate setup at an actual arcade, not Joe’s Pizzeria. Giving me a little more credibility that I’m not completely out of my mind with my comparisons. I still stand by what I said, barely can feel the difference in terms of delay with emulated and arcade.
Take a few months off and come back and then you’ll feel the difference. Motor memory muddles one’s critical thinking abilities.
“And giving yourself a few frames of input lag to have a smooth match is still wack imo.”
This is where it stops being third strike btw, it becomes pi strike unless of course your game is fully enforced by motor memory! OMG, how do dat work!
I just posted this because you don’t like enough of my status updates and I’m getting bitter.