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dra6o0n

join:2011-08-15
Mississauga, ON
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reply to Rekrul

Re: I dread the future of gaming...

Only Onlive has crappy resolutions like they are rendering it on a 480p...
Their budget and their data center hosting is nothing compared to the bigger companies.

Cloud based clients are one thing, but what about tools that can create content and be uploaded to the cloud?
You are already doing that with Steam Workshop btw.

The problem here is that everyone think of 'cloud gaming' like Onlive and GaiKai, where you get a video stream back and sending a controller function over...

Nay, that's not completely true, for there exists other forms of cloud gaming that you can innovate, but they would rather work on something that's already there, plus video streaming means you literally 'don't own' anything and that's what they are going for.

At the very least with steam, the data is downloaded and although internet connection is needed to maintain login, you'd need internet to download games in the first place.

The most simple form of image of cloud gaming is as so:
Division between client and server in %
Type | Client | Server
OnLive | 1% | 99%

But what if there is a universal game client that can play multiple games on it, but uses cloud to stream 'data' onto it while you play, instead of a flimsy video stream?
Type | Client | Server
Universal | 10% | 90%

That 10% means the game will render stuff but it will only render stuff that the server sends, and it's specific and also encrypted so people cannot read it and understand and modify the packets sent to it.

World of Tanks and World of Warplanes utilize server sided gaming over client sided, but the client still contains the general data, still, hacking is very hard to do and controls is limited to your latency (delayed response).

But then I get to FPS games where client sided controls is freely given away and hackers or laggers can move and shoot freely while lagging and not being responsive properly to the server, resulting in impossible things happening as it's p2p, like being killed when the person is still behind a wall, since you are experiencing 'ghosting' where a laggy player pops out and kills you, but you only see him pop up 2 seconds later and died before that.


MxxCon

join:1999-11-19
Brooklyn, NY

said by dra6o0n:

But what if there is a universal game client that can play multiple games on it, but uses cloud to stream 'data' onto it while you play, instead of a flimsy video stream?
Type | Client | Server
Universal | 10% | 90%

That 10% means the game will render stuff but it will only render stuff that the server sends, and it's specific and also encrypted so people cannot read it and understand and modify the packets sent to it.

This is exact opposite of cloud gaming.
The whole point of cloud gaming services that all the rendering and processing is happening at the datacenter. You can run client on any dumb client with absolutely no processing power. You can run GaiKai and OnLive on a TV that has CPU weaker than your iPhone.
If you are doing local 3d rendering you are defeating the whole purpose of such a service.

said by dra6o0n:

World of Tanks and World of Warplanes utilize server sided gaming over client sided, but the client still contains the general data, still, hacking is very hard to do and controls is limited to your latency (delayed response).

But then I get to FPS games where client sided controls is freely given away and hackers or laggers can move and shoot freely while lagging and not being responsive properly to the server, resulting in impossible things happening as it's p2p, like being killed when the person is still behind a wall, since you are experiencing 'ghosting' where a laggy player pops out and kills you, but you only see him pop up 2 seconds later and died before that.

You are confusing anti-cheat methods with lag compensation.
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