torok said:
Problem is latency. You receive a frame and take an action (press a button, etc). The console/PC/mobile needs to upload that action to the server, that will get it, update the game's state and render a new frame considering that modification and send it to you. All these data exchanges takes some miliseconds and the rendering on the server takes it too. The hard part is reduce latency so the sum of the time to send the input and the time to download the frame is less than 33 ms (at 30fps) and that isn't an easy task. The biggest chalenge in PS Now is that most PS3 games are at 30fps, so with that in mind the wouldn't be able to make the client play at a good framerate (if the original game was 60, maybe the cloud one would be at 30 and everything would be fine). I'm curious to see how they will fix this issue and probably the answer will be in their custom Cell servers. |
5Mbps assumes that the game is 720p 30fps so if we assume scaling to be linear it would actually require around 80Mbps. Another issue is image quality. If we used a less lossy video codec it would dramatically increase the required connection speeds.
The latency issue can be solved by distributing the servers LOCALLY per each city and that would increase the maintence costs too. Instead of just having ONE BIG server in one remote place you can just distribute a small segment of these servers around the city.










