Re: Hypothetical Multiplayer
zalo wrote:
See, therein lies the debate about whether it is cheaper on bandwidth to send just the data, or the video of the data.
'course we know it can do the video of the data (OnLive), so what about the raw data itself over an internet connection in realtime?
If you sent the raw data, and player A takes action A, but on player B's machine, Player B takes action A and Player A does not, due to issues with Ping, player A's machine, and Player B's machine, would send conflicting data back to the host.
The result, it would crash. even if you only sent the X, Y coordinates to the player's machines, you'd still have issues with lag, that make things blink over a few pixels here and there. However, Also note, He said
In a perfect world which implies there is no world hunger, there is no cancer, everyone has robot hooker maids, and there is no lag.
if we sent the raw code we would have graphics processing on the player PC's, which uses up resources they *Might* not have, but if we sent the visual data, we would have a loss of quality, to some degree, we'd need a custom video codec, for 256 colors, which wouldn't work because glows are 32 bit, and we might not get a full frame rate. basically everyone has to run on fiber-optics, and have a quad-core. but then again, in a perfect world, everone has like quintuple cores with 12YB fiber optic cables wide enough to lose a small child in.
And yes, 12 yodabytes per second. because we all love our excess.