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GGPO

GGPO is an open-source networking library for peer-to-peer games that uses rollback to keep play moving while remote inputs travel between players.

Place
#24 of 26
Score
5.8
GGPO's website

What GGPO is

GGPO is an open-source networking library for peer-to-peer games that uses rollback to keep play moving while remote inputs travel between players. It predicts inputs and runs gameplay speculatively; when actual inputs differ, the game can resimulate from the divergence point. The approach targets fast-paced games requiring precise inputs and frame-perfect execution. Integration requires the game to save and load state and execute a frame without rendering its result, alongside a fully deterministic peer-to-peer engine. The repository includes SDK code, documentation, and sample applications. Its Vector War sample demonstrates synchronizing two clients and includes two-, three-, and four-player examples. The MIT License permits commercial and non-commercial use, with attribution appreciated but not required. The project is free at no cost. Building is currently available only on Windows and requires Visual Studio 2019 and CMake.

Good

  • Rollback prediction keeps gameplay moving
  • Supports two-, three-, and four-player samples
  • MIT license allows commercial use
  • Includes SDK, documentation, and samples
  • Free at no cost

Watch out

  • Builds currently available only on Windows
  • Requires Visual Studio 2019 and CMake
  • Needs a fully deterministic game engine
  • Integration requires state save and load

Who it suits

GGPO suits developers building deterministic peer-to-peer games where precise, frame-level input matters. It is intended for teams able to implement state saving, loading, and resimulation.

Verdict

GGPO provides rollback networking components and examples for deterministic peer-to-peer games. Developers must meet its integration requirements and use the currently Windows-only build setup.

Plans and prices

From GGPO's own pricing page, checked 9 Oct 2001.

All about pricing
PlanPriceWhat it gives you
GGPO SDK (MIT License)FreeFree for commercial and non-commercial use · Attribution appreciated but not required

The facts

Each one read from GGPO's own pages, with the date it was checked.

Where it runs

Build platform
The project README says building is currently available only on Windows, with efforts underway to port it to other platforms.checked 9 Oct 2001

What it does

Build tools
Windows builds require Visual Studio 2019 and CMake.checked 9 Oct 2001
Contact
The official site offers a contact form for licensing inquiries on terms other than the MIT license and other messages.checked 9 Oct 2001
Engine requirement
Rollback networking is designed to integrate with a fully deterministic peer-to-peer engine.checked 9 Oct 2001
History
The official site says GGPO was created in 2009 and pioneered rollback networking in peer-to-peer games.checked 9 Oct 2001
Integration
Integration requires the game to save and load state and execute a frame of game state without rendering its outcome.checked 9 Oct 2001
Intended games
The SDK is designed to hide network latency in fast-paced games that require precise inputs and frame-perfect execution.checked 9 Oct 2001
License
GGPO is available under the MIT License for commercial and non-commercial use; attribution is appreciated but not required.checked 9 Oct 2001
Purpose
GGPO is a zero-input-latency networking library for peer-to-peer games.checked 9 Oct 2001
Resimulation
When received inputs differ from predictions, the game can be resimulated from the point of divergence.checked 9 Oct 2001
Rollback
It uses input prediction and speculative execution so gameplay can proceed while remote inputs are in transit.checked 9 Oct 2001
Sample
The Vector War sample application demonstrates synchronizing two clients and includes examples for two-, three-, and four-player games.checked 9 Oct 2001
SDK contents
The repository contains the SDK code, documentation, and sample applications.checked 9 Oct 2001

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