3 ms·
I think the trick here consists in not sending a compressed image in any way, but rather a pre-calculated dataset that allows the image to be rendered on the cl
by gurtwo 17y ago
I think the trick here consists in not sending a compressed image in any way, but rather a pre-calculated dataset that allows the image to be rendered on the client with low calculation power. Maybe just sending the polygon coordinates would be enough.
(A good exercise can be to get some figures about the polygons/s on a modern game, but I lack the data ;-)
The latency is the big problem here, but with network improvements and good algorithms, this should be solved. VoIP also has this limiting factor yet it works reasonably well.
Game development companies can only benefit from this shift: instant deployment, pay-per-play, 1 single version for all platforms (Apple, Win, Linux,...), no distributed SW (so no piracy), direct feedback of gaming habits, etc.
For the user this would also be beneficial: no need to acquire state of the art graphic cards and CPUs, instant playing, game zapping.
I foresee a brilliant future for this real-time "Computer Cloud Gaming".