1/6/2024 0 Comments Parsec fighting games![]() ![]() It turns out the same things that made it good for game players - low latency, high-resolution display support and compatibility with all kinds of different input devices - made it good for game makers as well. Parsec began its life back in 2016, initially focused on helping gamers stream games from their powerful PCs to other (generally less powerful) devices. It’ll stream your work-in-progress artwork without screwing up the colors, and it’ll play friendly with fancier input devices like pressure-sensitive drawing tablets. Tuned for creatives, it works fine even if your rig has multiple high-resolution displays. Parsec’s pitch has long been remote desktop access without compromise. Unity says it will acquire Parsec, a remote desktop tool for developers and creatives, for $320 million in cash. ![]() TBH this problem could be on both Parsec and the ad-hoc that PPSSPP uses but maybe Parsec could be better with it.Unity, the company behind the super popular 2D/3D engine of the same name, is today announcing plans to make its biggest acquisition to date. Over the internet the input could get many drops and be unreliable. (10-05-2020 04:12 PM)nadaking Wrote: (10-05-2020 03:04 PM)Zinx777 Wrote: I think that maybe its possible but it's not practical in nature.Īh yes lag and slowdown is not the only thing that is affected but also input. Not even worth comparing it to the overhead involved with Stadia connections. The cloud-parsec community would argue the performance gains over stadia are multitudes better. However, it'll probably going to be costly to rent a cloud with GPU (10-05-2020 02:59 PM)AdamN Wrote: It's going to be like google Stadia but possible. I doubt anyone is looking at implementing rollback into the psp's adhoc network communication protocol, but that would be certainly be ideal. By simplifying the packet-loss to only screen capture and input capture, it makes this a null-issue. Running locally, it is fine - the minute you want to connect to someone even a 3 hr drive away, it begins to drop all kinds. The issue is with the ad-hoc netcode itself. īut yeah the majority if not all 2D fighters require a good distance because they all use lockstep netcode (it was before the era of rollback netcode). They are mostly full speed no matter what the distance you are from the other player/s. ![]() I know some good PSP games that got a playable netcode to them if that's what you are interested about like Shin Budokai 1/2, the BlazBlue games and some arena fighters like Marvel Nemesis and Tales Of VS. (10-05-2020 03:04 PM)Zinx777 Wrote: I think that maybe its possible but it's not practical in nature. Even better would be a confirmation that this idea is strong and something that can be spun up by the development team to test. I suspect my idea isn't full optimized and was curious if others had thoughts or ideas to improve it further. The actual ad-hoc communication would all be happening locally which would greatly improve the quality of communication. This would reduce the networking overhead to only that found between cloud instance=>parsec=>user's local machine. You can find a lot of examples of recent work in the fighting game community using this solution to very satisfactory results with other games. * * As an alternative, this could be multiple containers on the same serverįinally, each instance/server/container would run parsec to allow others to remotely control and interact with the client emulators.Ĭertainly the biggest concern would be input delay but this is mitigated greatly by parsec itself. ![]() * Additional, local (to the cloud server) servers running clients. * 1 cloud sever running PPSSPP as the host I was thinking about the following set up. ![]()
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