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Re:The Technology Behind A Low Latency Cloud Gaming Service by chrisd1100 on Wednesday September 28, 2016 @10:30AM (#12597898)
Hey guys, I'm the author of the post. Let me know if you have any questions!
Re:The Technology Behind A Low Latency Cloud Gaming Service by erichocean on Wednesday September 28, 2016 @11:25AM (#12598381)
I'm very interested is streaming 3D content creation UIs.

A major issue with virtual filmmaking is the datasets are huge, which makes it very, very difficult to work with a remote team, because you can't effectively get the dataset to people's machines even just to work on.

What I'd like to do is host our dataset AND the 3D content creation apps on our own hardware at Switch (in Las Vegas), and then have our employees and contractors throughout California access 3D content creation apps remotely, via something like your streaming approach.

Thoughts?

Re:The Technology Behind A Low Latency Cloud Gaming Service by kayoone on Wednesday September 28, 2016 @03:55PM (#12600777)
I just tested this service with a full blown 3D Development Environment like Unity3d using an AWS Instance and it works amazingly well and is very responsive. Through Amazon Gigabit connection everything installs in seconds as well. I had a fairly low resolution (800p) set, but i can totally see this being viable for CAD/3D Development etc.
Re:The Technology Behind A Low Latency Cloud Gaming Service by erichocean on Wednesday September 28, 2016 @04:14PM (#12600938)
Thanks for the feedback!
Re:The Technology Behind A Low Latency Cloud Gaming Service by chrisd1100 on Wednesday September 28, 2016 @11:29AM (#12598432)
We've heard of something like this before, and while we're very much focusing on gaming right now, our goal is to make Parsec general purpose enough to fit into a lot of different use-cases. I see no reason why it couldn't be used for what you're describing.
Re:The Technology Behind A Low Latency Cloud Gaming Service by erichocean on Wednesday September 28, 2016 @11:33AM (#12598471)
Obviously, remote desktop "works" (as in: functions) today, we just want something with better performance, specifically, lower latency. :)
Re:The Technology Behind A Low Latency Cloud Gaming Service by Matthias247 on Wednesday September 28, 2016 @02:58PM (#12600276)
You wrote about H.264 compression, but not on how you transport the compressed stream over the network. Can you elaborate a little bit about that?

E.g. do you multiplex into a mpeg transport stream? RTP? UDP?

Re:The Technology Behind A Low Latency Cloud Gaming Service by lynxaegon on Wednesday September 28, 2016 @11:19AM (#12598336)
Good job! I see that your first picture is from Rocket League, i ussualy play rocket league using the steam controllers :) It would be really nice if the steam controllers could work with it.
Re:The Technology Behind A Low Latency Cloud Gaming Service by chrisd1100 on Wednesday September 28, 2016 @11:22AM (#12598357)
Yeah, I hear you, we're getting there. Our next major feature release will be Raspberry Pi support with controller support.
Re:The Technology Behind A Low Latency Cloud Gaming Service by justinsaccount on Wednesday September 28, 2016 @11:56AM (#12598716)
Does that also imply general linux support, or would you only have a closed source arm binary?
Re:The Technology Behind A Low Latency Cloud Gaming Service by chrisd1100 on Wednesday September 28, 2016 @12:41PM (#12599120)
Luckily the video processing libraries provided by Intel/NVIDIA/AMD are cross platform (Win32/Linux). So the arm specific video processing code for the RPI is a different can of worms, the rest of the client (window creation, polling for input, etc) should be able to support Linux and X11 generally.
Re:The Technology Behind A Low Latency Cloud Gaming Service by justinsaccount on Wednesday September 28, 2016 @01:43PM (#12599675)
Cool. How 'gaming' specific is the platform itself? It seems very similar to an optimized version of PCoIP.
Re:The Technology Behind A Low Latency Cloud Gaming Service by chrisd1100 on Wednesday September 28, 2016 @02:16PM (#12599919)
Actually not gaming specific at all. You can think of it like a high performance remote desktop app that happens to work really well for games.
Re:The Technology Behind A Low Latency Cloud Gaming Service by pshc on Wednesday September 28, 2016 @11:26AM (#12598393)
Hey, nice post! Quite a detailed write-up and an impressively optimized video pipeline. I'm curious how much end-to-end latency you experience on average?
Re:The Technology Behind A Low Latency Cloud Gaming Service by chrisd1100 on Wednesday September 28, 2016 @11:31AM (#12598450)
On newer hardware (Geforce GTX 900+ series on the server side, recent Intel HD Graphics on the client) our system only adds 8-10 ms. On older rigs it might be somewhere around 20. Of course the network latency will go on top of that.
Re:The Technology Behind A Low Latency Cloud Gaming Service by kayoone on Wednesday September 28, 2016 @03:02PM (#12600309)
Really cool stuff, i have just read the article that inspired you to do this today because i wanted to actually test it.

If i understand correctly you also have a Streaming Server to install in the local network, so it's basically doing what Steam in Home Streaming does ? How does it compare to that in terms of performance ?

Re:The Technology Behind A Low Latency Cloud Gaming Service by ddalex on Wednesday September 28, 2016 @11:48AM (#12598627)
What would it take to port this tech to Linux, on both sides (server/client)?
Re:The Technology Behind A Low Latency Cloud Gaming Service by chrisd1100 on Wednesday September 28, 2016 @12:02PM (#12598780)
Client side, we've already done it (we have a Raspberry Pi client that actually works well, but still needs a bit of polish.).

Server side I'm not sure. I know the Windows API for grabbing frames is really good, and I assume there's a similar API for Linux. Shouldn't be too bad. But you will likely see a macOS server first...

Re:The Technology Behind A Low Latency Cloud Gaming Service by ddalex on Wednesday September 28, 2016 @11:47AM (#12598613)
On the technology - can this be used to stream the games from the beefy machine I have in the basement?

On the business side of view, how do you plan to make moniez?

Re:The Technology Behind A Low Latency Cloud Gaming Service by chrisd1100 on Wednesday September 28, 2016 @12:10PM (#12598855)
Yeah, it can be used for in-home streaming or over the WAN.

Making money, we plan to wrap up the cloud experience for you nicely and take a margin on it. But for personal use it will remain free.

Re:The Technology Behind A Low Latency Cloud Gaming Service by ohstopitu on Wednesday September 28, 2016 @03:24PM (#12600511)
Given a nice price-point (~ the cost of Netflix, which I believe varies from region to region), I'll be a very happy customer.

I have a beefy home PC that is showing it's age and I'd prefer to have a SaaS solution that I can access everywhere rather than role on my own!

So if you guys do release in the next 4 months or so...consider me a customer.

Re:The Technology Behind A Low Latency Cloud Gaming Service by c0g on Wednesday September 28, 2016 @12:08PM (#12598839)
Steam in home streaming works very well for local streaming. You can add non-steam games to the library.
Re:The Technology Behind A Low Latency Cloud Gaming Service by brazzledazzle on Wednesday September 28, 2016 @02:52PM (#12600236)
I wonder how well it would work with this setup if you were connected to it over a VPN. Presumably (despite the latency) it would consider it the same network.
Re:The Technology Behind A Low Latency Cloud Gaming Service by coldcode on Wednesday September 28, 2016 @12:21PM (#12598941)
Would you not gain something by using Metal instead of OpenGL on Macs?
Re:The Technology Behind A Low Latency Cloud Gaming Service by chrisd1100 on Wednesday September 28, 2016 @12:37PM (#12599085)
We actually tinkered a bunch with Metal, it will likely one day be the default, but we went with the broader support of OpenGL for now.