GGPO

Last updated
GGPO
Developer(s) Tony "Ponder" Cannon
Final release
0.32 / August 27, 2015
Repository
Written in C, C++
Operating system Microsoft Windows
Type Middleware
License MIT License [1]
Website www.ggpo.net OOjs UI icon edit-ltr-progressive.svg

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.

Contents

History

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]

Design

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 client

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.

Games using GGPO

See also

Notes

  1. 1 2 Rollback netcode added after release via patch.

References

  1. "ggpo/LICENSE at master · pond3r/ggpo". GitHub . Retrieved 2019-10-09.
  2. 1 2 Orland, Kyle (2011-04-22). "Interview: How A Fighting Game Fan Solved Internet Latency Issues". Gamasutra. Archived from the original on 2011-04-25. Retrieved 2011-04-23.
  3. Cannon, Tony (2008-08-29). "GGPO Networking Guru Talks SF HD Remix!". Capcom. Archived from the original on 2020-01-28. Retrieved 2011-06-21.
  4. Heart, Adam (6 June 2011). "Street Fighter III: 3rd Strike Online – 1st Trailer and Screens". Shoryuken. Archived from the original on 8 June 2011. Retrieved 6 June 2011. Street Fighter III Third Strike Online Edition will be using GGPO netcode ...
  5. Cannon, Tony [@Pond3r] (2019-10-09). "GGPO has a new home and is now available under the MIT License. Get it here!: https://t.co/7KXHGQ7OMN" (Tweet) via Twitter.
  6. Miller, Patrick (12 September 2012). "The lag-fighting techniques behind GGPO's netcode". Gamasutra. Retrieved 19 August 2016.
  7. Cannon, Tony (September 2012). "Fight the Lag!". Game Developer Magazine. Archived from the original on 20 September 2012. Retrieved 12 September 2012.
  8. "Capcom: Final Fight" . Retrieved 2019-10-04. 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.
  9. 佐伯憲司 (2010-11-25). "バンダイナムコ、AC「ドラゴンボール ZENKAIバトルロイヤル」". GAME Watch (in Japanese). Retrieved 2019-10-04. 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。
  10. VegettoEX (29 November 2010). ""ZENKAI Battle Royale" Online-Enabled With GGPO". Kanzenshuu. Retrieved 2025-01-06.
  11. "新機能". CAPCOM:STREET FIGHTER III 3rd STRIKE ONLINE EDITION -Fight for the Future- (in Japanese). Retrieved 2019-10-04. 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。
  12. Zaimont, Mike (2011-09-13). "Skullgirls, GGPO… and You". Skullgirls 2nd Encore. Retrieved 2019-10-04.
  13. Sahdev, Ishaan (2012-07-08). "Marvel vs. Capcom Origins To Use GGPO For Online Play". Siliconera. Curse LLC . Retrieved 2019-10-04.
  14. Araujo, Yuji (2013-01-11). "Darkstalkers Resurrection and GGPO". Capcom Unity. Retrieved 2019-10-04.
  15. Neltz, András (2013-06-13). "Capcom's Two Classic Arcade Titles, Reborn on Modern Consoles". Kotaku . Gizmodo Media Group . Retrieved 2019-10-04. 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.
  16. "Divekick - Two-button fighting game for PS3, PS Vita and Steam" . Retrieved 2019-10-04. Ranked and non-ranked GGPO-powered online play, the most trusted netcode in fighting games.
  17. @dotemu (Jan 28, 2014). "Yes, it is a licensed version of GGPO" (Tweet) via Twitter.
  18. "Lethal League" . Retrieved 2019-10-04. High performance online GGPO multiplayer.
  19. Partridge, Jon (2015-08-31). "Rising Thunder interview with Seth Killian". Red Bull. Retrieved 2019-10-04. 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.
  20. @sgmobile (Sep 20, 2019). "In case you didn't know, we're using "GGPO" as our netcode solution for Skullgirls Mobile, which is the same netcode used for Skullgirls 2nd Encore!" (Tweet) via Twitter.
  21. "Pocket Rumble" . Retrieved 2019-10-04. Near-flawless online multiplayer with GGPO netcode
  22. "Windjammers arrives August 29 on PS4 & PS Vita". Dotemu. 20 July 2017. Retrieved 2019-10-22.
  23. @PunchPlanet (March 26, 2019). "Join the online #community featuring #GGPO netcode" (Tweet) via Twitter.
  24. Thang, Jimmy (2018-11-29). "Omen of Sorrow Proves That a Small Indie Developer Can Make a Well-Respected, Competitive Fighting Game". Unreal Engine. Epic Games. Retrieved 2019-10-04. 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.
  25. "Fantasy Strike" . Retrieved 2019-10-04. Fantasy Strike uses GGPO's rollback-style networking.
  26. "Engine get and three short stories – Them's Fightin' Herds". Mane6 Blog. 2013-03-30. Retrieved 2019-10-04.[ permanent dead link ]
  27. @HiFightTH (2020-05-09). "FOOTSIES with GGPO.... I need testers.... If you have FOOTSIES friends, please try it out" (Tweet) via Twitter.
  28. @HiFightTH (September 30, 2020). "FOOTSIES Rollback Edition is now available on Steam!" (Tweet) via Twitter.
  29. Enclave, Marc (Feb 12, 2020). "Terrordrome - Reign of the Legends Vlog 01 Full - Game overview". YouTube. Retrieved March 9, 2020. And last but not least we have GGPO rollback netcode integrated.
  30. @ArcSystemWorksU (2020-10-16). "GUILTY GEAR XX ACCENT CORE PLUS R will be receiving it's much awaited GGPO update soon!" (Tweet) via Twitter.
  31. @WistfulHopes (September 30, 2021). "type lumina uses ggpo as its rollback method" (Tweet) via Twitter.
  32. ""KoF XV Open Beta Test Information"" (PDF). Retrieved 2021-11-17.
  33. "Breakers Collection - Dev Diary: Online Versus Playtest" (Press release). Games Press Ltd. 2021-02-09. Retrieved 2021-02-09.
  34. Moyse, Chris (6 August 2022). "Rollback netcode coming to Samurai Shodown spring 2023". Destructoid. Retrieved 14 August 2022.
  35. "In addition, newly enhanced network features (alongside Rollback Netcode) allow players to test their skills against global online opponents in smooth Rank Matches and Player Matches!". 4 August 2023.
  36. @markarotGC (2020-11-11). "#BlazingStrike + #GGPO = ?" (Tweet) via Twitter.
  37. "Aksys Games Announces Blazing Strike" (Press release). Torrance, California: Aksys Games. Michael Meyers Public Relations. 2021-05-20. Retrieved 2021-05-20.
  38. @JW_Corelated (2020-05-09). "GGPO is the current plan!" (Tweet) via Twitter.