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Unity to acquire Parsec for $320M

investors.unity.com

21–30 of 97 posts

Re: Unity to acquire Parsec for $320M

#21
post #15

I'm in a group for educators that use unity in the classroom and the most requested feature I've seen is having a way to utilize the tool from low power/cost devices like chromebooks. This seems right in line with that.

Our startup is working on Unity and Unreal Engine games and applications exporting to WebGL, targeting Chromebooks. Join our Discord if you're interested in learning more:

https://discord.gg/zUSZ3T8

Re: Unity to acquire Parsec for $320M

#22

In addition to using Parsec's tech for cloud-based gaming, I also foresee Unity using it to stream shared applications into multi-user mixed reality apps (for example, multiple users in AR or VR sharing a Windows desktop).

Isn't VR extremely latency sensitive? I remember reading Carmack's blog posts about needing to reduce input and screen lag even on local machines to make it bearable. It just seems to me like the least likely place for streaming to actually work.

Re: Unity to acquire Parsec for $320M

#23

I hope this doesn't mean the end of Parsec as a standalone service. There's nothing out there that comes close to Parsec's performance and it'd be a huge loss.

Same. Hopefully some alternatives come along. On the client side at least a lot of what Parsec was leveraging seemed to be built on webrtc, so there's a lot of potential for similar things to come along I think.

I'm working on something similar, which will be called CloudGamepad. The trick to getting good quality and low latency is forward error correction and UDP. UDP will arrive quickly but is lossy. And the FEC allows you to recover a certain percentage of lost packages.

Re: Unity to acquire Parsec for $320M

#24
Don't know why Unity is pursuing cloud, you're still going to need a good network speed. They'd be better served investing further in WebGL support, specifically in reducing the file binary size so we can have lightning fast load times for console-quality games running at near native performance in the browser.

Shameless plug, my startup is working on exactly this at the moment but for Unreal Engine 4, but we have plans to bring this tooling to Unity as well. The web has the opportunity to become the #1 distribution platform of choice for real time 3D developers, and it's the path to the decentralized metaverse.

Re: Unity to acquire Parsec for $320M

#25

I hope this doesn't mean the end of Parsec as a standalone service. There's nothing out there that comes close to Parsec's performance and it'd be a huge loss.

Same. Hopefully some alternatives come along. On the client side at least a lot of what Parsec was leveraging seemed to be built on webrtc, so there's a lot of potential for similar things to come along I think.

They have a web client, but their desktop client was way better in every way.

Re: Unity to acquire Parsec for $320M

#26
Congrats to the Parsec team, I'm a big fan of the service. Perhaps I'm out of touch, but it seems like $320M is a bit low, although I know it was still somewhat niche. Twitch turned out to be a huge bargain at $1B. These server-intensive video streaming services seem to require a lot of engineering and opex, although maybe Parsec was mostly on the client. It looks like they raised 2 rounds last year A at $7M in May and B at $25M in Dec- but I couldn't find a valuation. I guess that's nice cashflow for those investors, but I would think they would rather swing for the fences, no?

Re: Unity to acquire Parsec for $320M

#27
post #25

Earlier quoted context omitted.

Same. Hopefully some alternatives come along. On the client side at least a lot of what Parsec was leveraging seemed to be built on webrtc, so there's a lot of potential for similar things to come along I think.

They have a web client, but their desktop client was way better in every way.

Just because it's a desktop client doesn't mean it's not using webrtc. WebRTC is a much broader standard than "in-browser videoconferencing".

The main thing is that it's an open(ish) standard built around peer-to-peer low latency connections, with a lot of software already built up around using it.

[edit] Ah I guess I'm wrong they use a proprietary thing outside the browser after all that they call BUD. https://blog.parsec.app/game-streaming-tech-in-the-browser-w...

Still I suspect that there's some cross-pollination there.

Re: Unity to acquire Parsec for $320M

#28

I hope this doesn't mean the end of Parsec as a standalone service. There's nothing out there that comes close to Parsec's performance and it'd be a huge loss.

> Oh, and one more thing: we love the communities around games as much as anyone, and have no plans to change anything about the free Parsec app. We hope creative professionals get as much joy out of creating the next great fighting game as you do playing them.

https://twitter.com/ParsecTeam/status/1425206344467034113

The Parsec folks are good people but I'm still a little worried.

Re: Unity to acquire Parsec for $320M

#29
post #18

Wow, shit. Parsec increased their prices after they stopped providing their gaming service. Used to be that the client was free and you paid for the machine.

They don't do cloud hosted machines anymore, but the client is still free. You pay to get additional features (full 4:4:4 color, multi-monitor, drawing tablet support, and other enterprisey features). https://parsec.app/warp has the comparison between free and the other paid plans.

Re: Unity to acquire Parsec for $320M

#30

Earlier quoted context omitted.

Same. Hopefully some alternatives come along. On the client side at least a lot of what Parsec was leveraging seemed to be built on webrtc, so there's a lot of potential for similar things to come along I think.

I'm working on something similar, which will be called CloudGamepad. The trick to getting good quality and low latency is forward error correction and UDP. UDP will arrive quickly but is lossy. And the FEC allows you to recover a certain percentage of lost packages.

Does it work similar to rollback netcode in fighting games? Where the game tries to predict what the other player is going to do by looking at what they’ve done in previous frames, and if there’s lag or dropped packets and a destiny happens it rolls back the game state and replays it correctly?
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