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Notability

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Proding this article for non notable in flawed. Please research this network client first. It is the most popular client for emulation netplay. Valoem talk 15:04, 9 November 2009 (UTC)[reply]

Alternatives

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Since Kaillera is deprecated and development has ceased, are there some alternatives to note? --Mewtu (talk) 16:00, 4 March 2010 (UTC)[reply]

Mass changes coming to this page

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Full disclosure, I'm an old moderator on the forum for kaillera.

There are some glaring issues with this page. Mostly it lacks a neutral POV. Other issues are it's chock full of opinions stated as fact, and most of the edits to the page seem to have some sort of vendetta over the kaillera client, or specifically, seems to be trying to sell another client over kaillera.

  1. GPL. There is no GPL violation with kaillera, there never was. GPL allows for a statically linked binary to be included as part of an overall distribution, as long as the only thing going on between the binary and the sourced derived / modified program is messaging in userspace. This very scenario is discussed on stackexchange from a NPOV, since the discussion does not have to do with kaillera. https://opensource.stackexchange.com/questions/7078/is-it-legal-to-use-gpl-code-in-a-proprietary-closed-source-program-by-putting-i . Furthermore, there are many examples of binary closed sourced programs being used with GPL or FOSS software. Many hardware drivers for example. Again, this is just misinformed and intellectually dishonest to claim kaillera violated any GPL. At the time, sources to the modified version of mame was provided.
  2. Peer to peer. WTF does that even mean? Most games use a client/server model. All versions of quake, just about anything you play online uses a client/server model. Did the author mean "Direct connection"? even a direct connection requires that one end runs some sort of server daemon. There has to be matchmaking.
  3. Unlike GGPO, a technology and program allowing emulated games to be played over the Internet, Kaillera suffers from input lag which results in the player's actions being delayed more the higher the delay in a connection is.[1] This is accentuated by the fact that when not using the Kaillera P2P modification, two players have to be connected through a server, thus increasing the delay of the connection

    This seems to be another ill informed opinion on kaillera written by someone with an ulterior motive. From the GGPO page "Peer to Peer" as the author phrases it has nothing to do with why GGPO has an apparent zero lag. Taken from GGPO's github page:

Traditional techniques account for network transmission time by adding delay to a players input, resulting in a sluggish, laggy game-feel. Rollback networking uses input prediction and speculative execution to send player inputs to the game immediately, providing the illusion of a zero-latency network. Using rollback, the same timings, reactions, visual and audio queues, and muscle memory your players build up playing offline will translate directly online. The GGPO networking SDK is designed to make incorporating rollback networking into new and existing games as easy as possible.

Nowhere in that page is "Peer to Peer" mentioned, this is just something someone added onto the GGPO wikipedia page.

Lots of edit's coming.

Toqer (talk) 21:02, 4 December 2019 (UTC)[reply]

License

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It's currently stated the license is proprietary, but isn't it freeware? If you download the program's files, there's no license there, but it seems they definitely don't charge money. -Cardace (talk) 05:43, 8 August 2020 (UTC)[reply]