I know, I was talking about the 35-40ms figure.
That would require the servers to be able to render at 125FPS. Not completely imposible but quite surely not doable on high-end games.an average 8ms to draw (capped to 60fps)
Being generous, you can transfer ~23 kB in 18ms over 10Mbit network. That should include enough information for one full frame image and ~33ms of 5.1 sound*and 18 ms to transfer back to the player (lets say 10ms network latency, 8 ms of transfer on a 10mbit connection)
You must have a flippin' good internet connection to see this as plausible!! Are you Korean? Here in the UK, the steam engines can push the electrons around the induction coils at about 140 pounds per foot per square inch of copper. Most people prefer to use errand boys to carry letters still as they're faster! I get a 34 ms ping to Google, which I understand have a server within 5 metres of every house, minimum. 10 ms round trip, when you don't know which nodes your signal is going to have to pass through, is being very optimistic IMO.Granted, I've just pulled these figures out of my arse, but 10 ms to send input updates isn't out of this world...
Perlmen defines latency as the time taken from pressing a button to the screen updating to reflect that action. He has stated that it takes 35-40ms generally, with a max latency of 80ms. This doesn't tally with his own GDC presentation - you can physically count the frames between fire button being pressed and muzzle flashes appearing on screen to give an approximate lag time. When a PS3 60fps game has a lowest possible 'real world' latency of around 50ms, the claims also sound like nonsense.
That would require the servers to be able to render at 125FPS. Not completely imposible but quite surely not doable on high-end games.
Being generous, you can transfer ~23 kB in 18ms over 10Mbit network. That should include enough information for one full frame image and ~33ms of 5.1 sound*
Assuming they send stuff at 30FPS you have ~33ms of time between two frames. In 33ms you can send ~42kB of data over 10Mbit, 42kB for one image frame and 33ms of 5.1 sound. However they have said they only require 5Mbit connection for 720p@60FPS so divide those numbers by 4 (2x smaller bandwidth, 2x higher FPS) to get the numbers they have promised. Seems kind of unreal for me.
*) They have been promising 5.1 sound in pretty much every interview-article I've read
You must have a flippin' good internet connection to see this as plausible!! Are you Korean? Here in the UK, the steam engines can push the electrons around the induction coils at about 140 pounds per foot per square inch of copper. Most people prefer to use errand boys to carry letters still as they're faster! I get a 34 ms ping to Google, which I understand have a server within 5 metres of every house, minimum. 10 ms round trip, when you don't know which nodes your signal is going to have to pass through, is being very optimistic IMO.
How does running multiple instances affects latency?
But that's sorta the main problem with the idea. Why would 'hardcore' gamers pay so much for an experience that is doubtless going to be inferior to running the game on their PC (or console)? The 'good enough for most' angle works for all but the hardcore. But the only people I can see paying a monthly fee for gaming are the hardcore.
I think you missed the point of my post. My main point is that in the future, the device that renders the graphics and perform the major computation task will be untethered from the output device. A service like OnLive is just an extreme form of this (where the computation occurs on a remote server). If it's possible to deliver acceptable performance over the Internet, it's possible to deliver performance that meet the expectation of hardcore players through local streaming.
What ISP are you using to get 10 mbps? You must by on fibre, which is a pretty rare thing here. It'd be nice if best-case they could achieve an 80 ms round trip, but Perlman was saying this was worst case! The average is what most people are going to experience. How good or bad is that likely to be?
I get a 34 ms ping to Google, which I understand have a server within 5 metres of every house, minimum.
I've tried a few with nothing faster than 30ms. My ISP should be the fastest but they appear to have ping response disabled, which makes sense. Point is, for widespread availability, Google shouldn't be beatable. That you may find a 'local' server with a ping as low as 15ms isn't much of a reference for OnLive's average ping. If you're lucky, they'll have a server next-door and you'll have an exceptionally low ping, but for most users that won't be the case. Unless OnLive have servers absolutely everywhere, a low latency isn't happening.Did you try pinging anything else?
I've tried a few with nothing faster than 30ms. My ISP should be the fastest but they appear to have ping response disabled, which makes sense. Point is, for widespread availability, Google shouldn't be beatable. That you may find a 'local' server with a ping as low as 15ms isn't much of a reference for OnLive's average ping. If you're lucky, they'll have a server next-door and you'll have an exceptionally low ping, but for most users that won't be the case. Unless OnLive have servers absolutely everywhere, a low latency isn't happening.