I like how a story like this brings out all of the computer engineers and infrastructure specialists on B.net to openly discuss this topic.
It's really nice to hear their expert opinions. Especially after, you know, spending decades in the business building this stuff themselves...
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>Implying it takes an expert to understand what the problems that will come along with this.
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>Implying that the tech they showed at this techies show is anywhere near production. This is the baseline tech. There will be improvements and refinements before released for public consumption. Comments like yours are just a feeble attempt to be edgy in the face of something new, and possibly very good for the future as a whole.
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Edited by BannedLemön : 4/6/2014 4:01:10 AMComments like mine are just being realistic. If you believe that streaming raw data over the Internet (which is hardly stable and reliable enough for that) from a data centre whilst millions of others are doing the same thing will run smoothly and have no latency, then go ahead and believe that. I'd like it to work, but I'm simply being realistic.
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I don't see why a subject like this would require an expert. Latency and what can cause it isn't that hard to understand
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Doesn't take an engineer to know latency will ruin this.
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You dont think the hundreds of engineers working on this would have considered how latency affects the results?
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I guess the engineers that worked on OnLive didn't consider that. And the engineer working on PS Now aren't either.
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OnLive failed because there was no demand for their service. Its not even comparable to what Microsoft is trying to do with their Azure servers.
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OnLive also had some pretty big problems. Games would lag, have SEVERE input lag, and resolution drops. Why? Latency.
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This is my point exactly. A forum board full of adolescently-minded gamers versus the probably 30+ computer engineers designing the damn thing. I'm pretty sure that latency/poor internet issues came up in discussion quite a bit, as well as solutions.