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Gaming on the cloud. VR and AR.
by gabythenerd 7y ago
Gaming on the cloud. VR and AR.
- fenwick67 7y agoThis is a great one, AAA game install sizes have been ballooning while storage space has plateaued and network speeds and connectivity are getting better. Maybe develop some split model, where assets are streamed over the network but gameplay and rendering are local? Or do most things on the server, but stream a spherical color and depth map, so the client can handle rotating the camera with zero lag, and then you can perform some compensation if the camera translates (similar to how Oculus does motion compensation)?
- friendlybus 7y agoStill white elephants after decades. Every few years someone tries to stream games, it doesn't work. The closest example right this moment is Microsoft's flight sim that'll download world data from bing maps as you fly around. Simply because they are using synthesized petabytes of map data. Guildwars and other mmo's download world data as you are playing to fill out areas you will visit in the future. It still uses a traditional game client and business model. There's a slew of games that run on nearly every bit of hardware. I don't see the advantage cloud gaming brings. You could stream every mobile game that's existed as low latency is rarely a requirement for those games. Those games are still downloaded to memory and rendered on the client and use a conventional business model. Vr is getting a valve style game soon that might well be a killer app for it, but the problem of movement remains.