4 ms·
The intersection of state replication and pixel streaming is indeed interesting. Cloud games for example are usually using game state sync techniques, and then
by JayStavis 4y ago
The intersection of state replication and pixel streaming is indeed interesting. Cloud games for example are usually using game state sync techniques, and then add in the client<>gpu latency on top of that.
A true cloud native game (sadly part of Stadia's original ambitions) would hopefully have a more e2e state management approach inclusive of the pixel latency.
This is very different from "local multiplayer" pixel streaming, which may be what companies like Switchboard[1] are doing: multiple clients control the same I/O channel (e.g. you and I share a mouse on a single remote desktop)
[1] https://www.switchboard.app/ https://www.switchboard.app/