As previously reported by the Train2Game blog, streaming video games directly to televisions or other devices is increasingly being talked about as a means of getting them directly to the consumer.
However, with internet connections, well, notoriously unreliable there are those that doubt whether steaming games can truly take off in the near future.
Indeed, Dave Perry, founder of cloud gaming service Gaikai, acknowledges that latency is “the biggest elephant in the room” but claims the company has gone to great length to combat it.
“A lot of programmers went on record straight away saying ‘this’ll never work’, Perry told Edge “I am an engineer and I get it, I’m there with them, I understand the conceptual problem”
Of course, Train2Game game developers are working towards a career in the area of programming.
“The thing they don’t think about is I have about 60 people coming to the office every day working on this problem. We found many, many ways to do it, and we’re executing all of them.”
“The way the math works is that if I get two states closer to you, I actually get four states closer,” he said
“Two states is four states in latency, we had that epiphany pretty early on. That’s why we have so many data centres.”
Another solution is rather interesting, and also surprising.
“Imagine your game’s running at 30 fps on your console, but we run it at 60 fps [in the data centre], the amount of time that the game took while it was running,” he explains. “The engine itself took less time because we’re running it faster.
“So we take that time and use it for compression and sending, and you can suddenly see how the math starts to work in our favour. The faster we run the game, the more we overclock it, the lower the feel of the latency. This is one of many, many ways we’ve discovered to tighten up the feel of it.”
As previously reported by the Train2Game blog, there are those that truly believe cloud gaming is indeed the future of this industry, could Gaikai’s methods be a step towards this?
So Train2Game, do you think it’s the future of the industry? Does Perry address concerns about latency?
Leave your comments here on the Train2Game blog, or on the Train2Game forum.