Re:John Carmack on QuakeWorld latency and business model (1996)
by flohofwoe on Wednesday May 15, 2019 @05:57AM
(#19917839)
For the camera alone one could do a few tricks on the client like VR's timewarp/reprojection, but that doesn't work for gameplay actions (like pressing the fire/jump button).
Theoretically the server could speculatively render and transmit a number of different "potential future frames", and the client throws the wrongly predicted frames away.
That's a nice way to burn even more energy and bandwidth though ;)
Re:John Carmack on QuakeWorld latency and business model (1996)
by esrauch on Wednesday May 15, 2019 @06:14AM
(#19917924)
Stadia controller connects directly to WiFi to the remote server though, so it sounds like the Chromecast or whatever isn't even getting the local inputs to do such tricks.
Theoretically the server could speculatively render and transmit a number of different "potential future frames", and the client throws the wrongly predicted frames away.
That's a nice way to burn even more energy and bandwidth though ;)