Lower the buffer as much as possible without causing slowdown for an optimal experience, ideally in areas that insure there isn't computer related slowdown such as a menu. Games that require.
As such, Player 2 will use their Wii Remote 2's configuration. A Spectator is a connected computer that has no controllers assigned to them. However, this comes at the expense of latency fairness, which may make it not suitable for competitive play. 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.
In most games, add roughly 1 pad buffer per 15 ms of latency per client.
By default, only players of the first port on each computers will be used. 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. Basically what both of you are seeing are two different games. Depending on your router, you may not even need to port forward when using the traversal server. Netplay is a defining feature of Dolphin: it allows you to set up online sessions for any GameCube or Wii title with a local multiplayer mode, without the problems or limitations of the Nintendo Wi-Fi Connection or hassle of the BBA. Input delay is instead based on ping to the host. Because input on the GameCube and Wii are polled by non-frame intervals, buffer does not directly relate to frames and can even vary per game. Bandwidth requirements are very light: any DSL or Cable internet connection should do. As such, Player 2 will use their Wii Remote 2's configuration.
It is highly recommended you do not change these settings while Netplay is actually in session, however.
Website Source Code - 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. 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.
Any additional local players should use second or third ports. 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.
However, because not all target operating systems support all backends, Dolphin will never attempt to synchronize graphics backends. Your Netplay Experience will greatly vary depending on what version you tend to use. See Desync Troubleshooting. Wii Netplay is much more temperamental and should be treated as an experimental feature for advanced users. As of 5.0-8502, most settings that affect determinism will be synced to other clients, so only the host needs to ensure correct settings. By default, only players of the first port on each computers will be used. This page was last edited on 2 July 2020, at 10:37.