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Remote rendering

Started by JDX_John 3 replies 1.3k views
Original Post
JDX_John
JDX_John
It's been talked about before that in future, games consoles might actually just be terminals displaying video rendered on a server somewhere. I wondered about this technique as a way to provide very intensive applications to mobile platforms like iPad, which have crap graphics by PC standards.
My interest is for business use where you could sell a server per N client licenses rather than have to support millions of concurrent users. But how feasible is it? Clearly on a good internet connection one can transmit HD quality video in real-time, which is all the output of a game really is. However video can be cached to smooth out bumps.

How feasible is this?
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0x3a
0x3a
I gave it a little try when playing with a pathtracer over the network, you can get it here -> http://0x3a.com/projects/NDP/NDP_14_05_2011.rar
Read my blog http://blog.0x3a.com/ about the pathtracing stuff if you want to know more about what its doing. Guess this sorta what you want to know more about, the biggest issue indeed would be retrieving the video as well as getting a quick response from user input. I don't think, right now, its feasible to get 30fps with full input and video over the internet with some render server on the other side of the globe.
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Abstraction is my choice of words.
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Adam_42
Adam_42
Here's some numbers I've estimated / googled:

- iPad screen resolution: 1024x768
- Decent quality lossy compression for one frame: 100k JPEG
- 30 FPS X 100KB / frame = 3MB/s bandwidth required.
- Uncompressed CD quality stereo is 150KB/s extra.
- Latency should probably aim to be under one frame, which is 1/30 sec or 33ms.

With a good connection to a local server that sounds possible to me, and that's not using modern video or audio encoding technology which should be able to cut that bandwidth requirement down significantly. However note that most standard video and audio codecs will inherently add latency - it takes many frames of input before they start creating output data, which is why I picked on a really simple encoding system here.

Of course all of this network latency is on top of any latency already in the game itself, which is probably 1-2 frames worth.
0x3a
0x3a
Here's an article written yesterday, http://venturebeat.com/2011/08/30/otoy-cloud-video-games/ also about what you were wondering.
If I've helped you in any way please push the reputation button, thanks!

Abstraction is my choice of words.
Portfolio: http://www.0x3a.com/
Blog: http://blog.0x3a.com/

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