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I know next to nothing about video encoding, but I feel like there should be so much low hanging fruit when it comes to videogame streaming if the encoder just
by sippeangelo 1y ago
I know next to nothing about video encoding, but I feel like there should be so much low hanging fruit when it comes to videogame streaming if the encoder just cooperated with the game engine even slightly. Things like motion prediction would be free since most rendering engines already have a dedicated buffer just for that for its own rendering, for example. But there's probably some nasty patent hampering innovation there, so might as well forget it!
- toast0 1y agoFor 2d sprite games, OMG yes, you could provide some very accurate motion vectors to the encoder. For 3d rendered games, I'm not so sure. The rendering engine has (or could have) motion vectors for the 3d objects, but you'd have to translate them to the 2d world the encoder works in; I don't know if it's reasonable to do that ... or if it would help the encoder enough to justify.
- sudosysgen 1y agoSchemes like DLSS already do provide 2D motion vectors, it's not necessarily a crazy ask.
- IshKebab 1y agoI don't think games do normally have a motion vector buffer. I guess they could render one relatively easily, but that's a bit of a chicken and egg problem.
- garaetjjte 1y agoThey do, one reason is postprocessing effects like motion blur, another is antialiasing like TAA or DLSS upscaling.
- IshKebab 1y agoYeah I did almost mention motion blur but do many games use that? I don't play many AAA games TBF so maybe I'm just out of date... Take something like Rocket League for example. Definitely doesn't have velocity buffers.
- izacus 1y agoYes, most games these days have motion blur and motion vector buffers. Yes even Rocket League has it
- raincole 1y ago> Take something like Rocket League for example. Definitely doesn't have velocity buffers. How did you reach this conclusion? Rocket League looks like a game that definitely have velocity buffers to me. (Many fast-moving scenarios + motion blur)
- IshKebab 1y agoIt doesn't have motion blur. At least I've never seen any. Actually I just checked and it does have a motion blur setting... maybe I just turned it off years ago and forgot or something.
- shmerl 1y agoMany games have it, but I always turn it off. I guess some like its cinematic effect, but I prefer less motion blur, not more.
- theshackleford 1y agoModern monitor technology has more than enough technology that adding more is most certainly not my cup of tea. Made worse ironically by modern rendering techniques... Though my understanding is that it helps hide shakier framerates in console land. Which sounds like it could be a thing...
- shmerl 1y agoIf anything, high refresh rate displays are trying to reduce motion blur. Artificially adding it back sounds weird and counter intuitive.
- tjoff 1y agoIt adds realism. Your vision have motion blur. Staring at your screen at fixed distance and no movement is highly unrealistic and allows you to see crisp 4k images no matter the content. This results in a cartoonish experience because it mimics nothing in real life. Now you do have the normal problem that the designers of the game/movie can't know for sure what part of the image you are focusing on (my pet peeve with 3D movies) since that affects where and how you would perceive the blur. Also have the problem of overuse or using it to mask other issues, or just as an artistic choice. But it makes total sense to invest in a high refresh display with quick pixel transitions to reduce blur, and then selectively add motion blur back artificially. Turning it off is akin to cranking up the brightness to 400% because otherwise you can't make out details in the dark parts off the game ... thats the point. But if you prefer it off then go ahead, games are meant to be enjoyed!
- oasisaimlessly 1y agoYour eyes do not have built-in motion blur. If they are accurately tracking a moving object, it will not be seen as blurry. Artifically adding motion blur breaks this.
- ACCount36 1y agoExposing motion vectors is a prerequisite for a lot of AI framegen tech. If you could tap that?
- deleted 1y ago[deleted]
- cma 1y ago> Things like motion prediction would be free since most rendering engines already have a dedicated buffer just for that for its own rendering, for example. Doesn't work for translucency and shader animation. The latter can be made to work if the shader can also calculate motion vectors.
- torginus 1y ago'Motion vectors' in H.264 are a weird bit twiddling/image compression hack and have nothing to do with actual motion vectors. - In a 3d game, a motion vector is the difference between the position of an object in 3d space from the previous to the current frame - In H.264, the 'motion vector' is basically saying - copy this rectangular chunk of pixels from some point from some arbitrary previous frame and then encode the difference between the reference pixels and the copy with JPEG-like techniques (DCT et al) This block copying is why H.264 video devolves into a mess of squares once the bandwidth craps out.
- pornel 1y agoMotion vectors in video codecs are an equivalent of a 2D projection of 3D motion vectors. In typical video encoding motion compensation of course isn't derived from real 3D motion vectors, it's merely a heuristic based on optical flow and a bag of tricks, but in principle the actual game's motion vectors could be used to guide video's motion compensation. This is especially true when we're talking about a custom codec, and not reusing the H.264 bitstream format. Referencing previous frames doesn't add latency, and limiting motion to just displacement of the previous frame would be computationally relatively simple. You'd need some keyframes or gradual refresh to avoid "datamoshing" look persisting on packet loss. However, the challenge is in encoding the motion precisely enough to make it useful. If it's not aligned with sub-pixel precision it may make textures blurrier and make movement look wobbly almost like PS1 games. It's hard to fix that by encoding the diff, because the diff ends up having high frequencies that don't survive compression. Motion compensation also should be encoded with sharp boundaries between objects, as otherwise it causes shimmering around edges.
- CyberDildonics 1y agoMotion vectors in video codecs are an equivalent of a 2D projection of 3D motion vectors. 3D motion vectors always get projected to 2D anyway. They also aren't used for moving blocks of pixels around, they are floating point values that get used along with a depth map to re-rasterize an image with motion blur.
- markisus 1y agoThe ultimate compression is to send just the user inputs and reconstitute the game state on the other end.
- w-ll 1y agoThe issue is the "reconstitute the game state on the other end" when it comes to at least how I travel. I haven't in a while but I used to use https://parsec.app/ https://parsec.app/ on a cheap intel Air to do my STO dailies on vacation. It sends inputs, but gets a compressed stream. Im curious of any OS of something similar.
- Zardoz84 1y agoGood old DooM save demos are essentially this.
- mikepurvis 1y agoI’ve wondered about this as well, like most clients should be capable of still doing a bit of compositing. Like if you sent billboard renders of background objects at lower fidelity/frequency than foreground characters, updated hud objects with priority and using codecs that prioritize clarity, etc. It was always shocking to me that Stadia was literally making their own games in house and somehow the end result was still just a streamed video and the latency gains were supposed to come from edge deployed gpus and a wifi-connected controller. Then again, maybe they tried some of this stuff and the gains weren't worth it relative to battle-tested video codecs.
- ChadNauseam 1y agoI think you're right. Suppose the connection to the game streaming service adds two frames of latency, and the player is playing an FPS. One thing game engines could do is provide the game UI and the "3D world view" as separate framebuffers. Then, when moving the mouse on the client, the software could translate the 3D world view instantly for the next two frames that came from the server but are from before the user having moved their mouse. VR games already do something like this, so that when a game runs at below the maximum FPS of the VR headset, it can still respond to your head movements. It's not perfect because there's no parallax and it can't show anything for the region that was previously outside of your field of view, but it still makes a huge difference. (Of course, it's more important for VR because without doing this, any lag spike in a game would instantly induce motion sickness in the player. And if they wanted to, parallax could be faked using a depth map)
- rowanG077 1y agoYou can do parallax if you use the depth buffer.
- WantonQuantum 1y agoA simple thing to start with would be akin to Sensor Assisted Video Encoding where phone accelerometers and digital compasses are used to give hints to video encoding: https://ieeexplore.ieee.org/document/5711656 https://ieeexplore.ieee.org/document/5711656 Also, for 2d games a simple sideways scrolling game could give very accurate motion vectors for the background and large foreground linearly moving objects. I'm surprised at the number of people disagreeing with your idea here. I think HN has a lot of "if I can't see how it can be done then it can't be done" people. Edit: Also any 2d graphical overlays like HUDs, maps, scores, subtitles, menus, etc could be sent as 2d compressed data, which could enable better compression for that data - for example much sharper pixel perfect encoding for simple shapes.
- derf_ 1y ago> I think HN has a lot of "if I can't see how it can be done then it can't be done" people. No, HN has, "This has been thought of a thousand times before and it's not actually that good of an idea," people. The motion search in a video encoder is highly optimized. Take your side-scroller as an example. If several of your neighboring blocks have the same MV, that is the first candidate your search is going to check, and if the match is good, you will not check any others. The check itself has specialized CPU instructions to accelerate it. If the bulk of the screen really has the same motion, the entire search will take a tiny fraction of the encoding time, even in a low-latency, real-time scenario. Even if you reduce that to zero, you will barely notice. On the other end of the spectrum, consider a modern 3D engine. There will be many things not describable by block-based motion of the underlying geometry: shadows, occlusions, reflections, clouds or transparency, shader effects, water or atmospheric effects, etc. Even if you could track the "real" motion through all of that, the best MV to use for compression does not need to match the real motion (which might be very expensive to code, while something "close enough" could be much cheaper, as just one possible reason), it might come from any number of frames (not necessarily the most recent), etc., so you still need to do a search, and it's not obvious the real motion is much better as a starting point than the heuristics an encoder already uses, where they even differ. All of that said, some encoder APIs do allow providing motion hints [0], you will find research papers and theses on the topic, and of course, patents. That the technique is not more widespread is not because no one ever tried to make it work. [0] https://docs.nvidia.com/video-technologies/video-codec-sdk/13.0/nvenc-video-encoder-api-prog-guide/index.html#external-me-hints https://docs.nvidia.com/video-technologies/video-codec-sdk/1... as the first random result of a simple search.
- dmos62 1y agoCould you say more? My first thought is that CPUs and GPUs have much higher bandwidths and lower latencies than ethernet, so just piping some of that workload to a streaming client wouldn't be feasible. Am I wrong?
- d--b 1y agoThe point of streaming games though is to offload the hard computation to the server. I mean you could also ship the textures ahead of time so that the compressor could look up if something looks like a distorted texture. You could send the geometry of what's being rendered, that would give a lot of info to the decompressor. You could send the HUD separately. And so on. But here you want something that's high level and works with any game engine, any hardware. The main issue being latency rather than bandwidth, you really don't want to add calculation cycles.
- WithinReason 1y agoInstead of motion vectors you probably want to send RGBD (+depth) so the client can compute its own motion vectors based on input, depth, and camera parameters. You get instant response to user input this way, but you need to in-paint disocclusions somehow.
- tomaskafka 1y agoAlso all major GPUs now have machine learning based next frame prediction, it’s hard to imagine this wouldn’t be useful.
- keyringlight 1y agoPlus whether there's further benefits available for the FSR/DLSS/XeSS type upscalers in knowing more about the scene. I'm reminded a bit of variable rate shading where if renderer analyses the scene for where detail levels will reward spending performance, could assign blocks (eg, 1x2, 4x2 pixels etc) to be shaded once instead of per-pixel to concentrate there. It's not exactly the same thing as the upscalers, but it seems a better foundation for a better output image compared to a blunt dropping the whole rendered resolution by a percentage. However, that's assuming traditional rendering before any ML gets involved which I think has proven its case in the past 7 years. I think the other side to this is the difference between further integration of the engine and scaler/frame generation which would seem to involve a lot of low level tuning (probably per-title), and having a generic solution that uplifts as many titles as possible even if there's "perfect is the enemy of good" left on the table.