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

research.microsoft.com

11–20 of 49 posts

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

#11
Err, how can they call it that?

DeLorean is still trademarked; I know it's a different industry but I imagine considering the inference about the relevance of time to the software and the brand association with time that no lawyer would have approved that.

http://delorean.com/

Also I'm pretty sure a lot of games such as FPSs already do this with direction of motion etc and have done for many many years. John Carmack definitely implemented a long time ago amongst similar techniques such as latency prediction. The only difference here is the location of the rendering.

http://gafferongames.com/networking-for-game-programmers/wha...

> am now allowing the client to guess at the results of the users movement until the authoritative response from the server comes through. This is a biiiig architectural change. The client now needs to know about solidity of objects, friction, gravity, etc. I am sad to see the elegant client-as-terminal setup go away, but I am practical above idealistic.

edit, instead of downvoting please engage in a discussion. This place is turning into reddit.

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

#12

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 wit…

If I remember correctly the prediction was basic. Using the delta of the previous frame until the updated version came trough.

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

#13
post #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.

Of course it does. Oculus is already using it; it's called timewarp.

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

#15
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.

250ms is about what you get to most games from Perth, Australia.

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

#16
post #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

Entanglement.

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

#17

Err, how can they call it that? DeLorean is still trademarked; I know it's a different industry but I imagine considering the inference about the relevance of time to the software and the brand association with time that no lawyer would have approved that. http://delorean.com/ Also I'm pretty sure a lot of games such as FPSs already do this with direction of motion etc and have done for many many years. John Carmack…

The location of the rendering isn't the only difference here. The idea is to render multiple possible future outcomes, send them to the client, and only use the one that matches user input. The traditional way has been to predict player movement based on past movement.

Also, I don't see how the improbable trademark issue is relevant to the topic.

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

#18

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 wit…

This is completely different. Every networked multiplayer FPS since QuakeWorld uses QuakeWorld's player input client-side prediction algorithm. This speculative prediction is predicting player input before the player gives it, not predicting the server's response to given input.

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

#19
post #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.

You can render the images on the sides of a cube with 90° fov, put your viewpoint in the center and that's it. Once I programmed something like this and it works pretty well. I suppose that Google street view works in a similar way but I can't back this up.
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