4 ms·
One cheap way of reducing lag where fast mouse movements are done, would be to render a much wider view, send the entire image to the client and then client use
by readerrrr 12y ago
One cheap way of reducing lag where fast mouse movements are done, would be to render a much wider view, send the entire image to the client and then client uses the appropriate segment based on the latest mouse position.
At downvoter: Why would you downvote a suggestion that is on topic?
- SammoJ 12y agoThis would work for 2D games, but 3D projection doesn't allow this. Furthermore in a 3D game there are more than two degrees of freedom.
- readerrrr 12y agoOf course it does. Oculus is already using it; it's called timewarp.
- leni536 12y agoYou can render the images on the sides of a cube with 90° fov, put your viewpoint in the center and that's it. Once I programmed something like this and it works pretty well. I suppose that Google street view works in a similar way but I can't back this up.
- murbard2 12y agoThis is not how it works, you don't send an entire image to the client, you send the coordinates of discrete objects and each client renders locally. And yes, the coordinates of objects moving behind you are being sent too.
- jameshart 12y agoNo, that is how it works. This is for cloud gaming, where frames are rendered on a server, not on the client. The server is speculatively rendering possible frames, sending them to the client, and allowing the client to select among them depending on input.
- murbard2 12y agoOh, then indeed I'm wrong here.