5 ms·
latency might be an issue though
by lawl 5y ago
latency might be an issue though
- JamesBarney 5y agoNot to mention connectivity
- tempestn 5y agoAs long as connectivity was 'good enough', the car could have just enough self-driving capability to safely pull over in the case of an interruption. Would still need to be some nines, but wouldn't need to be utterly perfect.
- JamesBarney 5y agoI don't think safely pulling over a car is any easier to automate than the rest of driving. Those are some of the most complex maneuvers where you're at least as likely to hit a civilian or another car as driving down the street.
- tempestn 5y agoYou can play high res FPS games on remote GPUs now, so I expect that part could be managed, if not now then in the very near future.
- vidarh 5y agoPresumably those remote gpus are not halfway around the world. Speed of light sets an inherent floor on the latency. The issue is not the idea of remote control per se, though connection drops etc. would be a risk, but the notion yoga can outsource it to somewhere with far cheaper labour.
- tempestn 5y agoAh, yes, that's a good point.
- ako 5y agoHow is this solved for military drone pilots that do precision bombings in far away countries?
- panda88888 5y agoWith multiple pilots that manage different aspects of the mission. Also, up in the air at cruising altitude the latency is not as critical.
- ako 5y agoHow big is the different between simracing with iracing for example, and what would be required for real remote driving?
- Qwertious 5y agoThe average reaction speed of a human to unanticipated situations can be ~3 seconds. Any connection within 1000KMs is generally going to be under 0.1s - an order of magnitude less than a human's.
- lawl 5y agoI'll take your word for that, but remain unconvinced. I don't think it's just about reaction time. Playing a game with input lag is terrible because you always need need to do all your inputs ahead of time in anticipation what a frame 100ms in the future will tell you. That might make precise control very difficult, not just in unanticipated situations such as e.g. emergency braking.
- Qwertious 5y agoGames generally already involve adrenaline and focus, where you're primed for action to happen. Unexpected road accidents typically involve someone who may not even be thinking about driving, who then have to notice the random screech, focus their eyes and process what's happening, then determine they need to immediately break, then break. The problem with input lag isn't that human input is under 100ms, it's that too much of a gulf between input and on-screen response breaks the feedback loop - your brain struggles to connect your input alterations to an alteration actually happening. If you're throwing a ball, when you twist your wrist the ball is twisted immediately when the wrist holding it is twisted (because it's physically pinned to the hand that's physically attached to the wrist, and literally cannot be out of sync with the fingers gripping it). It's like how VR users need under 30ms of latency or they throw up, except less drastic.