While Dolphin does try to automatically configure and sync settings to be correct, it is important to be familiar with settings that can affect Netplay. All players must use the same Dolphin version. Do note that all other players experience a latency penalty in this mode, so it should only be used for games where only one player is playing at a time. This allows players to have latency based solely on their connection to the host, rather than everyone's connection. It is improving regularly, and GameCube Netplay should be painless. Official Dokapon Dolphin Netplay guide! In most games, add roughly 1 pad buffer per 15 ms of latency per client. Once Wii Remotes are configured correctly, they usually work fine for the remainder of the session If you notice any desync while playing with emulated Wii Remotes, it is highly recommended you save immediately, as a desync in Wii Remote reporting modes will crash the emulator. Basically what both of you are seeing are two different games. Wii Netplay is much more temperamental and should be treated as an experimental feature for advanced users. Depending on your router, you may not even need to port forward when using the traversal server. Buffer works differently in this mode. Depending on your router, you may not even need to port forward when using the traversal server. The host will be player one, and the first joiner will be player two, and so on. On older revisions, only these settings will be synced over: Note that over long periods of time, using different video backends may eventually cause a detected desync. You can enter a host code or IP Address as needed in the "Connect" tab. Because Dolphin 5.0 is lacking so many Netplay features at this point, it cannot be recommended for use. You can enter a host code or IP Address as needed in the "Connect" tab. Two players at 50 ms latency would be roughly 3 - 4 buffer, where as three players at 50 and 65 ms would be roughly 7 buffer. You can find a guide that explains how to rip your game from a Wii here. All players must use the same Dolphin version. Wii Netplay is much more temperamental and should be treated as an experimental feature for advanced users. A Spectator is a connected computer that has no controllers assigned to them. Watch the textbox for desync notifications, as very often it will be able to tell the game has desynced before the players and may help them pinpoint the problem. This allows players to have latency based solely on their connection to the host, rather than everyone's connection. Never ignore obvious problems such as Game ISO differences or SD card differences, as those are not synchronized by Netplay for obvious reasons. By default, only players of the first port on each computers will be used. For anyone who wants to play Dokapon online with their friends but don't want to use the messiness of Parsec, here is a full guide to getting Dokapon setup with dolphin and how to connect with your friends! The host always has no latency, and the buffer setting serves to prevent stutter, speeding up when the amount of buffered inputs exceeds the set limit. While compatibility is not perfect, it should allow more games to work on dual core with three exceptions. While most compressed game formats are compatible with standard ISOs (with NKit being a notable exception), it is heavily recommended that all players use identical dumps. Unlike GameCube Controllers, you must configure the Wii Remote you are assigned to in the Netplay lobby. However, because not all target operating systems support all backends, Dolphin will never attempt to synchronize graphics backends. This option used to significantly reduce the polling rate in order to lower network usage. If you do see a seemingly random detected desync during very long play sessions and you are using different graphics backends, this is usually the cause. If a game requires EFB Access from CPU or EFB Copies Stored to RAM for game mechanics, the game may freeze or run slowly unless you use Single Core. This gives the host control over when inputs are sent to the game, effectively decoupling players from each other in terms of buffering. From there you have several options. Because the latency (ping) of the internet connection determines how low input latency can get, using Ethernet instead of Wi-Fi usually improves the gameplay experience. Any player can be turned into a spectator by going to the "Configure Pads" window (only host has access to it) and remove the their name from the controller ports. Because Dolphin 5.0 is lacking so many Netplay features at this point, it cannot be recommended for use. It is missing important features like Wii Save Synchronization (5.0-8478), Automated Settings Synchronization (5.0-8502), Cheat Code Synchronization (5.0-9032), Synchronize All Wii Saves (5.0-9037) as well as protections for recovering saves if Netplay is to crash. Enable and configure GameCube controller port 1 for your controller (this applies to both host and joiners) then enable other ports corresponding number of players willing to join and leave them dummy "plugged in". Because the latency (ping) of the internet connection determines how low input latency can get, using Ethernet instead of Wi-Fi usually improves the gameplay experience. If a game requires EFB Access from CPU or EFB Copies Stored to RAM for game mechanics, the game may freeze or run slowly unless you use Single Core. Build 5.0-11505 of the Dolphin Emulator. But the host can change the port order and invite the secondary players of the same computer. Rule of thumb is that most settings should be set to default and you are expected to follow specific settings where the instruction (made by host or matchmaking websites) has told you to set before playing online.

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