Shinobi-san said:
People reply to crappy posts all the time, but nobody replies to this :( Nice post Sven! I didnt realise it required that much bandwidth to make a significant difference on the experience. |
Thanks. I've been thinking about it some more (would be an awesome project to work on) and you can smooth out the spikes considerably with forward prediction. You don't have to wait until the rocket hits the building or for one building to hit the other building, the server can predict what's going to happen as long as the player doesn't interfere. That way it can spoon feed the new data beforehand. The tricky part is all the revision (or patches) you need to do when a player does interfere with already computed data which can cascade on.
For example if building A is going to hit building B or building C explodes on rocket impact it might generate a big spike of data to be send within just a few frames. To recieve all that in just 3 frames you might need internet capable of 40 mbps, even though you only need it for 0.1 sec. Since ther server can already predict what's going to happen as soon as you press fire, same with predicting where a building is going when it starts to collapse. The server can start to transmit future data with that 2-4 mbps limit several seconds before the actual impact happens. Basically buffering future data, same way streaming movies keeps running smooth. (4 mbps is only 17 kilobyte per frame after all)
The hard part is multiple players interfering, and what happens when everyone starts firing rockets into everything at once without any pauses to catch up. A big smoke screen could solve that :)
I also wonder how much overhead this generates by using general distributed computing. It wouldn't surprise me if a single modern physx chip can easily do the same. The difference is that those are now only used to add tons of particles, more realistic water or hair, pure visual enhancements. Nobody wants to make it a requirement so it can't effect gameplay in any way. By sticking it in the cloud, the same experience is available to everyone.
Anyway by what the new demo shows it wouldn't surprise me the least if a high end pc can easily breeze through that without the cloud. The impressive part is that it works with general distributed computing, which means it can run on a virtualized server on any hardware. Of course that's a lot more impressive as a programmer, a gamer doesn't care where it comes from. Well maybe some do judging by the comments.
So I'll take a stab at that flame bait article :) Did MAG turn the ps3 into the most powerful console ever? 256 players together all firing projectiles, never seen before, imagine the possibilities. Yeah, that went far. People complained it looked basic, and that it did for good reason, all those players need to be rendered. Same way all the destruction in Crackdown 3 will still need to be rendered.







