GGPO (Good Game Peace Out) is middleware designed to help create a near-lagless online experience for various emulated arcade games and fighting games. The program was created by Tony Cannon, co-founder of fighting game community site Shoryuken and the popular Evolution Championship Series.
Developer(s) | Tony "Ponder" Cannon |
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Final release | 0.32
/ August 27, 2015 |
Repository |
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Written in | C, C++ |
Operating system | Microsoft Windows |
Type | Middleware |
License | MIT License[1] |
Website | www |
Before its creation, GGPO creator Tony Cannon was completely dissatisfied with the 2006 Xbox 360 re-release of Street Fighter II: Hyper Fighting after experiencing its criticized online capabilities.[2] As a reaction to its service, Cannon began development on GGPO and released the first version in late 2006. Cannon later demonstrated GGPO to Capcom, and it was positively received.[3]
The downloadable GGPO client supported many games from Capcom and SNK, including Super Street Fighter II Turbo, The King of Fighters 2002, and Metal Slug X through the use of a built-in emulator. Video game companies have also implemented a licensed version of GGPO. Games using it include Skullgirls and Street Fighter III: 3rd Strike Online Edition.[2][4]
On October 9, 2019, Cannon announced on his Twitter account that GGPO was now open source and available under the MIT License.[5]
GGPO uses a netcode technique called "rollback". Rather than waiting for input to be received from other players before simulating the next frame, GGPO predicts the inputs they will send and simulates the next frame without delay using that assumption. When other players’ inputs arrive, if any input didn't match the prediction, GGPO rolls back the state of the game to the last correct state, then replays all players’ revised inputs back until the current frame. The hope is that the predictions will be correct most of the time, allowing smooth play with minimal sudden changes to the game state.[6][7] The system in itself is highly similar to client-side prediction, but applied to a peer-to-peer setup.
The client program can allow players to manually adjust native input delay in high-ping situations, either creating a possibly-jerky yet accurate representation or a smoother game with input delay.
GGPO was originally bundled with a client which enabled users to play supported games online with other players. A matchmaking system allowed players to request challenges from other users, while non-participants could spectate the match and chat. Once a challenge initiated, the match ran a ROM through its prepackaged emulator, FinalBurn Alpha. This client was discontinued, and superseded by other clients which make use of GGPO's networking middleware, such as Fightcade or RedGGPO.
Street Fighter III Third Strike Online Edition will be using GGPO netcode ...
GGPO network technology creates a frame-accurate arcade experience across the internet, and with online voice chat and the ability to join games in progress, it's just like playing in the arcade.
ICカードによるプレイ履歴を参照することにより、プレーヤーレベルに応じたマッ1チングが行なわれるという(ICカード1枚で全キャラクター使用可能)。このあたりのシステムには、海外で評価の高いネットワークライブラリ「GGPO」が使われており、遠隔地同士のマッチングなどで起きがちなネットワーク遅延などにも対応できているという。
最高のオンラインゲームプレイを提供するGGPOシステムを使用。
Chronicles of Mystara is powered by GGPO to offer seamless drop-in/drop-out online gameplay for up to four players in each of the title's two modes.
Ranked and non-ranked GGPO-powered online play, the most trusted netcode in fighting games.
High performance online GGPO multiplayer.
It's a beat'em up built for online play too: it's built on the backend of GGPO for lag-free play, and it's also just so happens to be free.
Near-flawless online multiplayer with GGPO netcode
UE4's versatility allowed us to implement the well-regarded GGPO system for online fights which, in turn, set the basis for the development of the entire gameplay.
Fantasy Strike uses GGPO's rollback-style networking.
And last but not least we have GGPO rollback netcode integrated.
Note that the networking uses Tony Cannon's ggpo technique, and he consulted to ensure it was done correctly.
With the game being developed by Backbone, we are using largely the same, critically acclaimed net code that we used in Super Street Fighter 2 Turbo HD Remix and with that will come our player match quarter mode/lobby system that has proven so popular.
Thanks to Fireseal, Touhou Hisoutensoku can now be played with rollback enabled; long story short, intercontinental play with low delay is now possible.
As a matter of fact, two very talented individuals from the Melty Blood community, Mauve and Madscientist, built custom online multiplayer clients for the PC versions of Act Cadenza Ver. B and Actress Again Current Code respectively. While they were easy to use after spending a little bit of time understanding their interface, it still required a separate program. These clients are still impressive to this day because they minimized input lag by incorporating rollback netcode (now seen in Street Fighter V) and kept frame stuttering or "laggy matches" to a minimum.
Crenna and co. even coded the online multiplayer around a "rollback driver," a challenging technical feature usually reserved for popular fighting games like Street Fighter.
He talked about the game's loot drops and gear system, but he also revealed that Injustice 2 will use GGPO netcode for its multiplayer.
Once players have a firm grasp on the fundamentals, they can hop online and test their burgeoning skills against worldwide opponents, one-on-one or in lobbies, using Capcom's proprietary rollback netcode.
Of course, once a game goes worldwide, this no longer holds true, and something has to be done to account for network issues, which is why we made a point of implementing rollback netplay into our version of Umineko: Golden Fantasia.
Online and Split-screen Multiplayer with rollback netcode
Online play also features rollback technology that provides low-latency matches with the ability to adjust your own input buffer speed via the in-game menu to keep your online experience smooth.
On Net code, we were using delay base before this update. And this time we changed to (Roll Back) method, it should bring you better input experience. Please give it a try!
And yes, the online battles have rollback netcode.
Works with every English and Japanese Battle Network game.
Lots of changes have been made under the hood in order to make BBN3 work with rollback netcode.
Now with widescreen support, rollback netcode, and more.
We take netcode very seriously, and investigated several different solutions to give the best possible experience. We ended up deciding on Photon's Quantum netcode, which you can read all about on their website. Quantum is a deterministic, server-based, rollback netcode.
Vortex Rollback been in development for four years to fully embed it into every aspect of our game engine in order to minimize delay and rollback impacts.