This is the feature overview for rollback-capable multiplayer in PSX
title projects that opt into -DPSX_NETPLAY=ON and ship lib/recomp-net
(plus lobby client). It describes what we are introducing for players and
title developers — not the internal soak checklist.
Deeper / implementation docs:
| Doc | Role |
|---|---|
NETPLAY_TOPOLOGY.md |
Locked online vs LAN topology |
ROLLBACK_MOTK_HOOKUP.md |
MotK rollback integration notes |
config_schema.md [netplay] |
Disc gate fields (require_cue, tracks, fingerprint) |
lib/recomp-net/README.md |
Transport / session library |
Lobby server WS_LOBBY.md (recomp-net-server) |
WebSocket lobby + SFU policy |
Opt-in at configure time: see GAME_PROJECT_SETUP.md
(PSX_NETPLAY, ENABLE_NETPLAY_IF_PRESENT). The launcher NETPLAY button only
appears when the host advertises GameInfo.netplay_supported.
Default match mode for opted-in titles is rollback (GGPO-style tip
prediction + resimulation), with delay-sync still available as an opt-out
(“Disable Rollback” in lobby settings, or PSX_NET_MODE=delay).
- Peers exchange pad tips over the session; missing remote input is predicted for a short horizon, then corrected by resim when the real tip arrives.
- Input delay (D) and prediction depth (P) can be auto-derived from RTT or set manually in the lobby.
- Savestate / snapshot rings and AV digests keep peers aligned; FMV / media paths use lockstep-friendly rules so digests stay meaningful.
Rollback is the product default for titles that ship it (e.g. MotK). Delay-sync remains useful for debugging and for hosts that prefer fixed lag.
Netplay must keep guest simulation identical across peers. Present quality is separate.
When OpenGL is selected and netplay is active, psxrecomp can run a dual-raster path:
| Layer | Scale | Role |
|---|---|---|
| Software rasterizer | 1× (headless authority) | Deterministic VRAM / digests / rollback snaps |
| OpenGL | Player supersampling (e.g. 2×–4×) | Window present quality only |
Cost: extra CPU for the 1× SW pass. Benefit: peers can use different GL settings without desyncing the sim. SW-only netplay forces scale 1 for the whole path. Offline play keeps full supersampling with no dual-raster tax.
Online matches go through the lobby at netplay.retcomm.net (WebSocket control plane). Match UDP pad traffic for online rooms uses an SFU star (selective forwarding unit on the lobby server): every peer sends to the SFU; the SFU fans out to other seats. Peers do not mesh each other for game data online.
Current lobby policy prefers always SFU for online starts so CGNAT / asymmetric NAT does not strand players on failed ICE attempts.
ICE (with TURN relay via the project’s coturn on
netplay.retcomm.net) remains part of the stack for discovery,
signaling, and fallbacks. With PSX_NETPLAY=ON, runtime.cmake defaults
RNET_ENABLE_ICE=ON (libjuice) before adding recomp-net. Pass
-DRNET_ENABLE_ICE=OFF only for LAN-only / no-FetchContent builds.
libjuice is pulled as a pinned URL tarball (not git clone) so RetComM
AppImage / mismatched-libcurl hosts can still configure; offline builds can
vendor lib/recomp-net/third_party/libjuice or set -DRNET_LIBJUICE_ROOT.
“Force TURN” in the UI can raise delay floors for relay-heavy paths; it
does not replace the SFU online architecture above.
Without a lobby start (LAN or Direct IP):
- 2 players: peer-to-peer UDP.
- 3+ players: host-as-relay local star — the session host fans out tips to other seats (same star shape as online SFU, but the game host is the hub).
Sim authority: pad slot 0 is the session host (START, state transfer).
Guests rearrange among seats 1..N−1.
| Item | Value |
|---|---|
| Library / lobby / UI ceiling | 8 seats (RNET_MAX_SLOTS, dual SCPH-1070) |
| Per-title cap | game.toml players / PSX_MAX_PLAYERS (e.g. MotK=2, Bomberman Party=5) |
Offline: recomp-ui exposes Multitap under Settings → INPUT on PSX titles
with num_players >= 3. Off hides seats beyond the two native controller
ports and caps g_offline_pad_count at 2 (settings.toml [controller] multitap, default on). Multitap still arms at game-start when three or more
offline seats are live (multitap_port from game.toml).
Multitap analog (hack): tap seats are plain digital by default. Opt in
with game.toml / settings.toml [controller] multitap_analog = true
(or Settings → INPUT / Lobby Settings). When on, tap seats may report
DualShock (0x73 + sticks) in multitap bulk status. Hosts publish
match_caps.multitap_analog so every peer applies the same setting at
launch. Not reliable across titles — leave off unless the game needs it.
Netplay (psxrecomp only): lobbies with more than 2 seats always
force SCPH-1070 multitap on (force_session_pads_connected /
session start when slot_count >= 3). The offline Multitap toggle does
not opt out of that. Empty tap seats are fine — not every slot needs a
device.
Rollback and delay-sync both carry multitap pad bytes.
BIOS settle: each peer advertises a BIOS offer (can run OpenBIOS /
SCPH-1001, and whether OpenBIOS is selected) — online on ready, LAN on JOIN.
At Start the host freezes one session BIOS (openbios or scph1001) via
match_caps.session_bios (online) or the MOTK1 START line (LAN). The session
uses OpenBIOS unless every seated peer can run SCPH-1001 and nobody selected
OpenBIOS. Peers that cannot apply a settled SCPH-1001 abort instead of falling
back. That choice boots the match only — it does not change each peer’s saved
BIOS preference. See docs/BIOS_SELECTION.md (Netplay lobby settle).
Netplay is dump-strict for titles that declare it. Peers must run the same playable image geometry, not “any USA ISO.”
Typical [netplay] in game.toml (MotK example):
[netplay]
require_cue = true
required_tracks = 17
# optional: required_disc_fp = "…" # TOC fingerprint| Rule | Why |
|---|---|
Prefer / require .cue + sibling .bin track files |
Multi-track Redump layout (data + XA/audio) |
Exact track count when required_tracks > 0 |
Track-01-only dumps desync CDDA/XA vs full cues |
Reject bare incomplete mounts when require_cue |
Cue→bin fallback cannot invent missing tracks |
Optional TOC fingerprint (required_disc_fp) |
Same track count still wrong dump |
Generate & rebuild / prepare flows should point at the .cue, not a lone
.bin. See config_schema.md and the release checklist in
GAME_PROJECT_SETUP.md.
- Lobby UI (recomp-ui): host/join, room settings, rollback toggles, FORCE
TURN, player names — only when
PSX_NETPLAYis on and the title advertises netplay. - VERSION / lobby match pin: peers should run the same release pin so generated code and protocol stay compatible.
- Mods: disabled for all netplay sessions (lobby / LAN / direct / rematch).
Launcher
commit_netplayand the runtime clear the in-session plan without touching the user's offline mod selection. Synced mod plans are deferred.
- Vendor or submodule
recomp-netunderpsxrecomp/lib/recomp-net(or setRECOMP_NET_ROOT). - Before
include(runtime.cmake):set(PSX_NETPLAY ON CACHE BOOL … FORCE). psxrecomp_add_game_runtime(… ENABLE_NETPLAY_IF_PRESENT …)withMAX_PLAYERS/game.tomlplayersset correctly. ICE (libjuice) defaults ON withPSX_NETPLAY; override with-DRNET_ENABLE_ICE=OFFif needed.- Fill
[netplay]disc gates for multi-track games. - Test LAN 2P, then online lobby; soak rollback + FMV if the title uses media.
This document will grow as N-way rollback confirmation, SFU soak on 5P titles, and further ICE/SFU policy land.