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. :)
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?