DeLorean: Using Speculation to Enable Low-Latency Interaction for Cloud Gaming
research.microsoft.com
DeLorean: Using Speculation to Enable Low-Latency Interaction for Cloud Gaming
1–10 of 49 posts
Re: DeLorean: Using Speculation to Enable Low-Latency Interaction for Cloud Gaming
#2The user perception results are very impressive - round trip times of 250ms were not significantly noticeably different from the control fat client system.
Re: DeLorean: Using Speculation to Enable Low-Latency Interaction for Cloud Gaming
#3Having read the article, I'm still very sceptical of the feel for games that receive a high frequency of user input. It's precisely when a sudden, radical change in input is made that lag is most noticeable from my experience. I'm also curious about the extra resource requirements when it comes to physics of which many modern games are heavily reliant. That being after actually successfully modifying a the physics system on a game engine you'd actually want to use to be able to support such a technique..
All of the methods and applications mentioned are really cool, but I'm still EXTREMELY sceptical of practical "cloud" gaming.
Re: DeLorean: Using Speculation to Enable Low-Latency Interaction for Cloud Gaming
#4For those who want to try it out, some binaries and videos are found here: https://onedrive.live.com/?cid=611c3830c430d4e3&id=611C3830C... The user perception results are very impressive - round trip times of 250ms were not significantly noticeably different from the control fat client system.
Re: DeLorean: Using Speculation to Enable Low-Latency Interaction for Cloud Gaming
#5Re: DeLorean: Using Speculation to Enable Low-Latency Interaction for Cloud Gaming
#6For those who want to try it out, some binaries and videos are found here: https://onedrive.live.com/?cid=611c3830c430d4e3&id=611C3830C... The user perception results are very impressive - round trip times of 250ms were not significantly noticeably different from the control fat client system.
Re: DeLorean: Using Speculation to Enable Low-Latency Interaction for Cloud Gaming
#7At downvoter: Why would you downvote a suggestion that is on topic?
Re: DeLorean: Using Speculation to Enable Low-Latency Interaction for Cloud Gaming
#8Silly thought: What if the universe actually works like this? Instead of actually calculating the full interaction of all particles, it just optimizes by speculating.
Re: DeLorean: Using Speculation to Enable Low-Latency Interaction for Cloud Gaming
#9from http://en.wikipedia.org/wiki/QuakeWorld :
QuakeWorld's most important feature is its rewritten networking code (for client-side player prediction and delta compression). Player prediction allowed QuakeWorld clients to compensate for high latency, thus allowing dialup users to move around in the virtual world without being affected by the disorienting effects of latency. This helped Quake network play reach an additional market, as opposed to those who had LAN or broadband connections at the time.
Re: DeLorean: Using Speculation to Enable Low-Latency Interaction for Cloud Gaming
#10One cheap way of reducing lag where fast mouse movements are done, would be to render a much wider view, send the entire image to the client and then client uses the appropriate segment based on the latest mouse position. At downvoter: Why would you downvote a suggestion that is on topic?