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Unity to acquire Parsec for $320M

investors.unity.com

51–60 of 97 posts

Re: Unity to acquire Parsec for $320M

#51
Really wish there were opensource alternatives to Parsec and Rainway that weren't tied down to hardware (Moonlight). As/if we move away from x86 I think it would be a great way to archive old games that haven't found their way to Webassembly.

It would definitely be great to see archive.org use something like it stream old software/games/media without having to distribute it.

Re: Unity to acquire Parsec for $320M

#52
post #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.

To clarify, I don't mean streaming the VR or AR app itself. I mean streaming content that users can interact with within a VR or AR app. For example, imagine that you're in a productivity VR or AR environment collaborating on a Word document with one or more other people.

Re: Unity to acquire Parsec for $320M

#53

Earlier quoted context omitted.

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?

FEC in basic form works like raid 5. M parity packets for every N data packets, allowing loss recovery of up to M of the M+N packets without round trip back to host.

You can dynamically tune M and N based on measured loss rates and RTT.

Re: Unity to acquire Parsec for $320M

#54

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 pl…

Unity is pursuing cloud because there is such a large opportunity. Even in the world you imagine where WebGL games take off multiplayer net code, matchmaking, server hosting, live ops, etc. could remain large markets.

Today, most large game companies do many of these things in-house — by offering services to solve some of these challenges Unity is hoping to lower the barrier to entry for smaller developers to compete and convince the larger ones that they would be better off using managed services instead.

Re: Unity to acquire Parsec for $320M

#56
post #42

Earlier quoted context omitted.

Parsec's latency is great, but it's not great for text (like to the point I can barely read text in VSCode). Are my settings off, or is this an acceptable tradeoff for the heavy graphics workloads they are targeting?

Constant FPS mode will make a big difference here. More details: https://support.parsec.app/hc/en-us/articles/360045797752-Re...

4:4:4 would also help but think you have to pay for that feature...

Re: Unity to acquire Parsec for $320M

#57
post #34

(disclosure: I work on the backend at Parsec) For those who don't know either company: Unity is a popular 2D/3D commercial game engine, and Parsec is a low-latency remote desktop tool that initially focused on gaming, but pivoted to an enterprise product for remote creative teams during the pandemic.

Thank you! When I read the title I only knew about https://hackage.haskell.org/package/parsec , and for a moment I was very confused …

Same here. I thought, "What does Unity want with a parsing library written in Haskell, and why is it worth $320M?"

Re: Unity to acquire Parsec for $320M

#58
What's special about Parsec compared to competitors like Shadow.tech that seems just as good? (if not actually a bit better - i think personally after trying both)

Both are impressive but the tech must be somewhat standard no?

Also Shadow runs its own datacenters which seems far more impressive team wise.

Can anyone shed some light on why this technology is worth so much in that context?

Re: Unity to acquire Parsec for $320M

#59
post #57
post #34

Earlier quoted context omitted.

Thank you! When I read the title I only knew about https://hackage.haskell.org/package/parsec , and for a moment I was very confused …

Same here. I thought, "What does Unity want with a parsing library written in Haskell, and why is it worth $320M?"

Naming things are hard :)

Re: Unity to acquire Parsec for $320M

#60
post #34

(disclosure: I work on the backend at Parsec) For those who don't know either company: Unity is a popular 2D/3D commercial game engine, and Parsec is a low-latency remote desktop tool that initially focused on gaming, but pivoted to an enterprise product for remote creative teams during the pandemic.

Thank you! When I read the title I only knew about https://hackage.haskell.org/package/parsec , and for a moment I was very confused …

Well, I read it and thought, “I loved Parsec on my TI-99 and the speech synthesis was amazing…but…$320MM?”
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