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#1 | |
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Administrator
Join Date: Jan 1997
Location: Virginia
Posts: 2,831
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Simple, yet compelling, question. Is GEFORCE GRID going to make consoles obsolete?
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#2 | |
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Registered User
Join Date: Mar 2005
Location: Farnborough, UK
Posts: 335
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I still don't see how they can eliminate the latency involved. A button press on your controller or keyboard still needs to be sent to game servers before it can be processed, while on a console or PC that same button press is registered immediately.
I tried OnLive a little while ago and the experience was not good - the game was always behind whatever I did on the keyboard. The streamed image was also nowhere near as sharp as an image generated on the local PC. It simply didn't work for me. I don't see how these issues can ever be resolved in a 'Cloud gaming' environment. Yes, the servers can be places 'close to major cities' which would improve the latency, but it would still be there. The ONLY way you could get a console-like experience using the cloud would be to reduce to zero the time it took to get user input to the server, and then zero time to compress and send the rendered images to the gamer. This solution is also no good for gamers who have capped broadband (I'm lucky that mine isn't capped, but many are not so lucky). So in answer to your question, I would say that it's not going to make consoles obsolete. The following is my simplistic view of what happens on a console compared to what needs to happen in the cloud. When the user presses a button, what needs to happen before you see the result on your screen. Console : 1. User presses 'Fire'. 2. Button registered by the game - very little delay. 3. Game processes button and updates game state. 4. Game renders next frame based on result of new game state. 5. Game displays completed frame to the user. 'Cloud' : 1. User presses 'Fire'. 1b. User input sent across the internet to the Cloud - this can take in excess of 30-40ms. 2. Button registered by the game. 3. Game processes button and updates game state. 4. Game renders next frame based on result of new game state. 4b. Server compresses frame and sends across the internet. Will be a 'significant' amount of data if quality is not to be compromised too much. 4c. Frame is decompressed locally. 5. Completed frame is displayed to the user. In the above very simplistic view, 1b, 4b and 4c are all additional tasks that MUST happen in the order presented above. Yes, multiple frame can be prepared as in double or triple buffering, but this does not help in the case of user 'seeing' the result of his/her actions.
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#3 | |
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Administrator
Join Date: Jan 1997
Location: Virginia
Posts: 2,831
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Quote:
One way to reduce the amount of data being sent from the cloud to a gaming device would be to compress it. NVIDIA is very good at developing complex algorithms to compress different types of data like 3d, video, hpc, etc. A second method could offer tremendous savings, but is a little harder to code for as it involves calculating net change from frame to frame. Instead of sending all of the data in the frame buffer (pixels) for each frame being rendered, only send the data (pixels) that changed. Some developers code using a net change technique. It's like occlusion culling. There's no need to process objects that are occluded, or hidden, behind other objects. This type of programming is perfect for processors with a lot of cores like a GPU. It's still very difficult to develop applications that use all of the cores on a CPU. Most of today's apps are still single threaded, but Intel has been bringing new tools to market to ease the burden for developers. But the bandwidth to process 3d data, with all the driver and in-game graphics bells and whistles enabled on a PC, is staggering - hundreds of gigabytes of data per second - even in parallel. But this processing will be done on their high-performance supercomputers in the cloud. I'm only throwing out ideas since, to my knowledge, NVIDIA hasn't briefed web sites on the technology behind the grid. But I'd love to test such a system when it becomes available! |
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#4 | |
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Registered User
Join Date: Oct 2005
Location: United States
Posts: 2,057
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I don't think it will anytime soon. Not everyone has fiber optic internet. Latency is the problem here.
If there comes a time where everyone's internet speed is almost instant, then I can see something like this working. |
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#5 |
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Guest
Posts: n/a
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No Not anytime soon. The US is still FAR behind the rest of the world in offering broadband to the population and now with metered bandwidth becoming more coming cloud computing is looking like it will never be really plausible unless these companies strike a deal with the ISPs.
Sorry if anything all this cloud computing talk and remote gaming is dead... The same reason streaming is becoming more endangered because the ISPs are also content providers and if they don't want a service on their pipes they can cut it off, not like there's anyone to enforce fair play. |
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#6 | |
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Registered User
Join Date: Mar 2004
Posts: 15,486
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I agree with the others. This won't happen any time soon.
But I am not completely opposed to a subscription based service, as long as the graphic quality and responsiveness is comparable to dedicated hardware. Currently, that's impossible. But in the next 15-20 years, it may be feasible. |
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#7 | |
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Quote:
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#8 | |
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Registered User
Join Date: Apr 2007
Location: UK
Posts: 2,510
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Quote:
Also in UK broadband isnt upto speed compared to most of Europe such as Netherlands. I myself am on the best available home broadband at 100/10. However ADSL is still quite popular especially in areas were optical broadband is not available. Most ADSL ISP's offer 'upto' 8MB but this can depend on quality of phone line and also the distance from the exchange. My parents are currently on a 'upto' 8MB ADSL and in real world speeds they are lucky if they acheive anything above 2MB with their connection constantly dropping and severe lag...Even web browsing can sometimes be a task. This is not the only reason cloud gaming will not take off. I have been a gamer since i was able to pick up a joypad and have since collected many games on many platforms....I have never cared for trading games either and have 1000's of pounds worth of retro hardware and games stuffed in the attic. I am not just a gamer, i like many others am a collector and cherish what i buy. Cloud gaming will be aimed at the casual gamer that are fortunate enough to have decent internet to play it on and i see it being about as successful as the free games that are available on some TV's with Apps. Cloud gaming to take over consoles ? Not in this lifetime.... |
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#9 |
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Administrator
Join Date: Jan 1997
Location: Virginia
Posts: 2,831
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The original forward-thinking and somewhat positive thread on this subject is located here:
http://www.nvnews.net/vbulletin/showthread.php?t=181148 This one will probably be closed. Absolutely no constructive criticim here. |
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#10 | |
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Administrator
Join Date: Jan 1997
Location: Virginia
Posts: 2,831
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A final relevant post from me on the subject in this forum. Feel free to reply before this thread is closed.
Here's a story from a guy at Seeking Alpha. He's an investor. What the heck does he know about computers and NVIDIA? http://seekingalpha.com/article/6110...rated-graphics Quote:
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#11 |
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Registered User
Join Date: Apr 2007
Location: UK
Posts: 2,510
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Could have sworn i read that twice but only the once lol
Also i don't quite understand what that has to do with cloud gaming, have i missed something ? |
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#12 | |
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Administrator
Join Date: Jan 1997
Location: Virginia
Posts: 2,831
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PlayStation 'poised for cloud gaming push'
Quote:
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