Because I have no idea. Do the project M developers have any plans to add this in the future? They seem to be able to get a connection to a server on the new up-loader included with 3.0 onwards, but would a p2p connection in-game be possible?
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I'm pretty sure we don't need anything the server currently does though. The code to send packets to the other players (and receive and process those packets) must be part of Brawl itself. The server is just there for matchmaking and maybe uploading replays or something, which we could easily do without if we had to.The usual problem with hacked servers is that you have no idea what's in them. Whereas we can have a good idea what's going on with the game in our console, we don't know what the server does exactly - we only know of how it interacts with the client. So someone would have to make that from scratch and implying official support from the PMBR would also require a lot of work clientside to fix the generally horrible online interface.
Not to mention, in the end, there is no miracle. Online and fighting games just don't mesh well.
No, it's not specifically the four players, but 4 players makes it much more likely you'll encounter someone who has a horrible connection. And yes, friend codes are mandatory, and that sucks, but at least if you put in that effort you can usually get a tolerable match.Getting used to the lag does not make wifi "mostly lagless". Keep in mind most of the people you're talking to have played PM on wifi, where you NEED a friend code and will probably be doing 1v1s because of it. It's not the four players that's making issues.
I've never played a friend code match with 20 frames of delay, that would be totally unplayable, and even most matches on random Wifi aren't that bad. I'm not sure where the "minimum 7 frames of lag" comes from, according to this the minimum delay in Brawl is 3 frames, not 7, and I've definitely played people where it only has 3 frames.Having a base to compare it to in dolphin netplay, where you always know your delay, its safe to say that many matches in wifi have upwards of 20 frames of lag. Probably many are upwards of a half second. It's only tolerable if it's absolutely necessary, but unless you get used to it, it's in no way "mostly lagless".
in fact, in its current state, it has a minimum of 7 frames of lag... I never played with anymore than 6 on dolphin netplay, and prefer 5 or less.
They're saying pretty much the same thing I am. Game runs peer to peer, so just patch out the server functionality and emulate or replace the matchmaking process.http://gbatemp.net/threads/save-nin...e-online-servers-for-wii-and-ds-games.362716/
There might be some small hope.
I've played a lot of fighting games online, and 7 frames is very noticeable, bordering on unplayable. I've definitely had matches in Brawl that were like this, but I've also had some friend code matches that were a fair bit better.I have never played a wifi match on brawl with less than 7 frames if lag, having played both wifi and net play I know what it feels like. Inputs are heavily delayed in wifi, there is no way to argue against that
I don't think you understand the proportions of delay, and how certain frames of delay feelI've played a lot of fighting games online, and 7 frames is very noticeable, bordering on unplayable. I've definitely had matches in Brawl that were like this, but I've also had some friend code matches that were a fair bit better.
Now, it is true that I haven't ever played P:M online, only vBrawl. Perhaps the slower pace of Brawl hides the delay a little better and it could have been as bad as 5 frames while still seeming fairly smooth. I have a lot of trouble believing it was worse than that though.