3 ms·
Here's a hands-on impression http://www.shacknews.com/onearticle.x/57855 http://www.shacknews.com/onearticle.x/57855 The bottom line: the compression algorith
by ed 18y ago
Here's a hands-on impression
http://www.shacknews.com/onearticle.x/57855 http://www.shacknews.com/onearticle.x/57855
The bottom line: the compression algorithm needs some work, and latency, even with GDC's optimal setup, is noticeable.
Sounds like the service is still a few years ahead of its time.
- snprbob86 18y agoIt might be more than a few years ahead of its time... it might be physically impossible. At the theoretical speed of light, once around the equator is 2 frames of lag for a 30 FPS game (which most console games are these days). Back when there was the whole graphics card benchmark wars going on, driver writers were buffering commands for two or three extra frames to prevent pipeline stalls. This would allow the game to achieve a higher frame rate, but introduced as little as 30 ms of input lag that hardcore players complained about.
- rictic 18y agoIgnoring the fact that the worst case is halfway around the equator (though real world routes could be less direct), when you want to reduce latency you want to have data centers as near to your customers as possible. In that case, 10 to 15 ms round-trip time to many customers is feasible with current tech and infrastructure. That's about one frame at 60fps. So it's certainly physically possible.