Re:The Technology Behind A Low Latency Cloud Gaming Service
by AstralStorm on Thursday September 29, 2016 @02:06AM
(#12603553)
Maybe with remote rendering though. Which has advantages already, such as ease of spectating, lack of multi-GB texture downloads.
You still get to run a physics model and game logic though and that is a non-neglible part of modern games.
Re:The Technology Behind A Low Latency Cloud Gaming Service
by felipesoc on Sunday October 02, 2016 @01:36PM
(#12623375)
That would be extermely complicated and would require additional support from every game. Streaming right now takes every frame, compresses it and forwards it, as simple as that and works for everything.
The purpose of streaming is to remove the need for the simulation and rendering at all. The client is a dumb terminal that just renders frames and records input.
The moment you start making the client smart again — making it aware of a subset of the world state, making it do its own rendering based on the input — you've just reinvented current client-server gaming.