Comment by dwattttt
13 hours ago
Video streams are not known for their low bandwidth needs, let alone adding in RTT latency for inputs.
13 hours ago
Video streams are not known for their low bandwidth needs, let alone adding in RTT latency for inputs.
That's true, I'm not saying it comes without trade-offs. But in return you get a perfectly consistent and physically accurate simulation. It would mostly be expensive, I think, but it's technically feasible (services like Shadow or GeForce Now already demonstrate that).
Which one of your friends can host an mp physics heavy game with a number of low-latency high-resolution video streams? I would estimate the average answer to be zero.
Perhaps the solution could be to have all players stream the game from a centralized instance, rather than all clients streaming from the host’s instance.
That would have a number of advantages, come to think of it. For starters, install size could be much lower, piracy would be a non-issue, and there would be no need to worry about cross-platform development concerns.
2 replies →
Running several raytracers on a single videocard isn’t free either. Syncing the world changes as they do is the least intensive for the server, and the last bandwidth. It’s probably optimal in all ways.
Most consumer GPUs have a limit on the number of video streams their hardware encoder can handle at once, and in some cases the limit is as low as 2.
Okay, I didn't know that