Live data from Hacker News

Show HN: Twitch Plays Doom

news.ycombinator.com

11–20 of 43 posts

Re: Show HN: Twitch Plays Doom

#11
I once played an interactive doom on Mixer (Then Beam)

Worked well for showing off the platform, since there was really a low latency. Since it uses it's own interactive input, and not relying on IRC for interaction, so it's UX is considerably more user friendly... if you want to sign up for a Microsoft Xbox live account to use it

Re: Show HN: Twitch Plays Doom

#12
post #6

Earlier quoted context omitted.

I think the delay is due to Twitch itself.

100% - the delay is as low as I can get it. Twitch uses RTMPE for the most part, it's always going to be a little delayed. It's a decent box, compression is on, connected to fibre internet. If anyone has any ideas of reducing latency I'd love to hear it!

Does the irc bot you imported use websockets? I've been researching how to do a Twitch-plays game in Unity/C# and am thinking websockets to avoid rate limiting, but was wondering how much that'd do for latency, given it's push-based instead of polling.

Re: Show HN: Twitch Plays Doom

#13
post #9
post #6

Earlier quoted context omitted.

100% - the delay is as low as I can get it. Twitch uses RTMPE for the most part, it's always going to be a little delayed. It's a decent box, compression is on, connected to fibre internet. If anyone has any ideas of reducing latency I'd love to hear it!

No agfiliation, but Mixer/Beam [0] had a much lower delay than twitch. It unfortunately has the issue of not having anywhere the popularity of twitch. [0] https://mixer.com

Mixer also has the possibility to add buttons directly to the stream, so viewers can use WASD and stuff on their actual keyboards.

Re: Show HN: Twitch Plays Doom

#15
post #12
post #6

Earlier quoted context omitted.

100% - the delay is as low as I can get it. Twitch uses RTMPE for the most part, it's always going to be a little delayed. It's a decent box, compression is on, connected to fibre internet. If anyone has any ideas of reducing latency I'd love to hear it!

Does the irc bot you imported use websockets? I've been researching how to do a Twitch-plays game in Unity/C# and am thinking websockets to avoid rate limiting, but was wondering how much that'd do for latency, given it's push-based instead of polling.

You can take a look at the code on Github, it's a very straight forward Python IRC client.

The delay experienced is all in the stream broadcast back to the Twitch servers and on to the viewers.

When I'm watching the chat and also watching the local view of Doom the commands are executed almost instantly. It then takes ~8s to show on my Twitch view. When I started it was around 15s but some tweaking in OBS has brought that down a bit.

Re: Show HN: Twitch Plays Doom

#17
post #6

Earlier quoted context omitted.

I think the delay is due to Twitch itself.

100% - the delay is as low as I can get it. Twitch uses RTMPE for the most part, it's always going to be a little delayed. It's a decent box, compression is on, connected to fibre internet. If anyone has any ideas of reducing latency I'd love to hear it!

Why not time dilate? Could make it a variable setting that users can control. At some setting, it'd be fast enough to send commands and win fights without god mode.

Or you could execute the command for a second, then pause the game execution. Make it closer to turn-based Doom.

Re: Show HN: Twitch Plays Doom

#19
post #6

Earlier quoted context omitted.

I think the delay is due to Twitch itself.

100% - the delay is as low as I can get it. Twitch uses RTMPE for the most part, it's always going to be a little delayed. It's a decent box, compression is on, connected to fibre internet. If anyone has any ideas of reducing latency I'd love to hear it!

The delay is lower for "partners" on Twitch I think, so they can technically support it, just not for every stream.

Re: Show HN: Twitch Plays Doom

#20
post #3

Okay, I've been watching this for a few minutes, and... the 8 second delay is FAR too long. Doom is simply too interactive. You need to be able to control it in realtime. I recommend three things: - Slow the delay right down, and possibly make it adjustable via chat commands. A 500ms-1s delay is honestly going to be the best possible thing here. Yes, some players will lag too much and won't be able to play at those l…

Yeah. This sort of feels like after Twitch Plays Pokemon when everyone was doing Twitch Plays XYZ. Someone did Twitch Plays Super Meat Boy and it was completely impossible to get anywhere. I appreciate the effort put into setting up the whole thing, I just wish people would stop to consider if it's even possible.
Post reply on HN