
Gamespot Interview with Yamamoto-san + XIII Videos
Here they talk about the content, the development status of XIII, inevitable comparisons to XII and a little bit more about the netcode…
Taken from Gamespot – watch the HD version.
We featured a whole load of KOF XIII videos from Evo and Otakon, including some direct feed capture HD videos of KOF gameplay from Gamespot featuring new stages on the ON Show 14, check it out if you missed it!
The 720p versions of the Gamespot videos can be seen here.
More or less what Toxic said. GGPO captures snapshots of the in-game state (character positions, lifebar levels, stuff like that) and tries to keep it synchronized between both players. If there’s a lot of packet loss then it can compensate by interpolation/input prediction or by rolling back to a previous snapshot.
I believe the main issue comes with the overhead of holding this buffer of old snapshots as well as the need to roll back on occasion. In newer games the cost of rolling back might be fairly high especially if there are bits of game data that aren’t in memory at the time the game needs to roll back etc. I think Harada was alluding to the size of the snapshots they had to maintain with GGPO as being untenable for a good online experience.
So yeah, it’s conceivable that people might be having trouble using GGPO with newer games.
Harada spoke about this too, check the ON Show http://www.elive.pro/en/watch/p5HZOV5tVUdb where GGPO is discussed
GGPO is a code that basically uses a lot of resources to send “little data” over a stable line. Net codes are like highways that take a delivery from one place to another; a bad net code mainly is such because 1.- Corrupts the delivery or fails to deliver it or 2.- It needs too many system resources to get to it’s place, which means that after using the net code for a while the system will hang.
Since GGPO was custom made for the game that it runs; and people should realize already that it’s not magic since the emulator itself doesn’t run every MVS and CPS 1/2/3 game on an online environment. In any event the data that it’s sent through the net codes “is not the game” but basically a report of what’s happening right now and what the sender has right now, “a report”; for what I could guess the way that most newer games have reports that are constructed in too complicated manners and thus need to be split and recombined several times, and GGPO is only made to work perfectly with certain types of “reports” which are presumed to be small and clear since they are from the early emulation era.
This is all of course educated guesses, I haven’t checked how GGPO works code wise and I don’t know how KoF XIII handles their data, heck; considering that most features haven’t been detailed right now I can’t even tell what composes that data.
I always wonder, why didn’t the GGPO netcode work well with the game?
Woah, slip up or accidental leak? Hehehe interesting!
BTW we (me and my shadow(?)) where talking about with Temptest, but it looks like Yamamoto did put a number on the cast of the game which wasn’t what’s currently on it (34); but a higher number (36) and he then corrected himself, this is all the japanese part, of course; the translator doesn’t go over this.
…. Kinda makes you wonder if that’s going to be the final number.