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DeLorean: Using Speculation to Enable Low-Latency Interaction for Cloud Gaming

research.microsoft.com

1–10 of 49 posts

Re: DeLorean: Using Speculation to Enable Low-Latency Interaction for Cloud Gaming

#2
For 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

#3
Edited: Nm

Having 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

#4
post #2

For 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.

Genuinely impressive.

Re: DeLorean: Using Speculation to Enable Low-Latency Interaction for Cloud Gaming

#6
post #2

For 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.

Not just user perception - they did have some objective measures as well, such as the amount of health lost whilst completing a task, and the amount of time taken to complete a task. Even these objective measures came back as showing no significant difference between DeLorean and the fat client. That's impressive.

Re: DeLorean: Using Speculation to Enable Low-Latency Interaction for Cloud Gaming

#7
One 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?

Re: DeLorean: Using Speculation to Enable Low-Latency Interaction for Cloud Gaming

#8
post #5

Silly thought: What if the universe actually works like this? Instead of actually calculating the full interaction of all particles, it just optimizes by speculating.

The universe is very strongly distributed, it doesn't have such problems

Re: DeLorean: Using Speculation to Enable Low-Latency Interaction for Cloud Gaming

#9
interesting that they should use an id game, doom3, because quakeworld implemented something similar:

from 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

#10

One 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?

This would work for 2D games, but 3D projection doesn't allow this. Furthermore in a 3D game there are more than two degrees of freedom.
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