Originally posted by: R Nilla
Originally posted by: purbeast0
im having trouble viewing the video, so i dont know if this is adressed, but it seems that since gaming requires input (unlike streaming a movie) that there would HAVE to be some kind of lag between input and output on the screen, no matter what kind of connection you have.
those of you enjoying kz2 wouldn't have a problem with this though 😛
/rimshot
He addresses it briefly at the end of Part I. I believe he basically says it all happens so fast you won't perceive any lag, which I translate to mean purbeast0 will notice a ton of lag.
He mentioned something about it quickly sending little chunks of the game to the client, but I'm not sure what he meant by that. Do you receive little bits of the game at a time (like a level or the general area you're in) rather than necessarily streaming the entire thing constantly? Anyone else catch that and have a better understanding / speculation?
I'd speculate that theyre full of it. Theyre talking about literally rendering the game remotely and just sending you a video signal.
With today's current consoles, in the ideal scenario:
There would be no lag between the wireless controller and the console - in reality, there is, but it's minimal. There also would be no lag caused by the display and/or any processing it does - in reality, there's almost always some lag on any HD set, especially LCDs.
Thats stuff we have to deal with nowadays, and it's bearable. But then let's get even more real. Since this is an online technology, lets take it to the next level - current online games. A good example is online fighters, that must be kept synchronized due to their very nature. Ever tried to play smash bros, virtua figher, or soul calibur online? Its virtually an entirely different game due to internet lag, even in the best of all scenarios.
The internet has lag. This is reality. Best case scenario for the most solid ethernet connection is 10-20 ms for any significant amount of data, and an HD video stream is hardly insignificant. And thats ideal anyway. It's hardly ever that good, but those data packets have to be routed every which way, and the speed of light itself is even a significant factor.
And then there's the other biggie - encoding the video stream. This takes serious hardware. To do it fast, on the order of what theyre claiming, it takes ridiculous hardware, even before considering the hardware requirements of the game itself. And since each person is running their own dedicated game, and their own HD stream, the requirements for a single user are monstrous.
So if we believe their claim of 1ms video encoding (which is pure bullshit unless they dedicate a $20,000+ rig to each user), we have a killer connection, and a monstrous PC is dedicated to serving the content, the ideal is:
~5ms controller lag
~10ms upload lag
~1ms encoding lag (cough)
~10ms download internet lag
~1ms decoding lag (double cough)
~5ms display lag
32ms lag. That's already significant and would make many games difficult to play.
And in the real world, under good, probably not even typical situations, it'd be more like
~5ms controller lag
~30ms upload lag
~20ms encoding lag
~30ms download lag
~20ms decoding lag
~15ms display lag
120ms. Thats extreme, and completely unplayable. God forbid you even tried it on a wireless connection.
The only thing they could render locally without this being a total joke is the mouse pointer and other interface stuff. That would eliminate some of the perceived lag, but the actual meat of the game would still be waaay behind you.
Games arent windows or any other desktop. Theres a lot of redundancy in those scenarios, so it hardly ever have to update the entire screen - thats why VNC and RDP work relatively well. Games are different. They update the whole screen, the whole time.
This will never work as they describe it in the real world anytime soon, unless they limit it to turn based strategy games and other games that dont depend on quick reactions to input. Forget about crysis.
Dont get me wrong - this *might* work in 5-10 years if internet connections improve significantly in quality, and when today's hardware seems like a joke, and gigabytes are what megabytes are to us today. But its a long, long way off.