I wonder how long before games start being developed for server side rendering.<p>Stuff like MMO for eg. you dont care about latency as much, your payment model already works with it and it solves several major issues :<p>* no hardware barrier to entry for high end graphics<p>* no instalation/play anywhere<p>* optimizations from shared state rendering, potentially advanced rendering techniques (world space lighting) - you can share computation and memory between multiple clients this way<p>* probably an order of magnitude harder to cheat
As a nerd I love numbers, 'Latency is minimal' doesnt do it for me. Display this <a href="http://tft.vanity.dk/inputlag.html" rel="nofollow">http://tft.vanity.dk/inputlag.html</a> or any other stopwatch, and record both screens. What is the bitrate and cpu overhead at hd/fullhd resolutions 30/60hz?<p>Some very slow MVA monitors lag as much as full frame behind input, so in extreme cases you could get equal delay on your laptop.
This kind of technology is amazingly promising for being able to play games anywhere on any hardware.<p>However, the thing that worries me the most is not latency or graphical fidelity, but the way this will affect the actual design of AAA games. If I as a developer/studio know that my AAA title is going to be remotely controlled, possibly accessible only via subscription, and the end user's progression monitorable at any point, the opportunities for monitization skyrocket. You think DLC now is bad? Try playing Skyrim and being able to buy in-game gold at any point via browser pop-up. Just died in Dark Souls? Respawn with no lost souls and kill all enemies in the vicinity for only $1!<p>I'm not saying that all games will end up being this way, but a certain amount of AAA titles may end up going with more mobile-oriented pricing models if this sort of remote gameplay becomes mainstream.
This looks awesome, and saves someone the headache of trying to setup the VPN, but is not using the nvidia GPU's ability to use hardware encoding which is much faster than going the CPU route in most cases. If someone could adapt that, and open source it, that'd be the game changer that people are looking for to build this sort of stuff.
This is really cool, after watching this demo I wonder how the future of gaming might look like, e.g. we could pay subscription for a game and remote machine to run game on. This way even with cheap laptop we could play AAA games remotely. No more issues with hardware, drivers fps.
Are there any advantages over Guacamole? Possibly higher framerate?<p><a href="http://guac-dev.org/" rel="nofollow">http://guac-dev.org/</a>
Well, it kind of makes a lot of sense. If you've got an ultrabook or something similar. Laptop graphics cards are very underpowered on the whole...<p>Actually, I could see this being handy while travelling. Sure, at home I've got a decent gaming rig. But it'd be nice to have decent quality gaming on a low-end laptop...<p>I think it's cool
The latest round of articles encouraging streaming from the cloud to your local client focusing on latency sensitivity is very interesting because it might finally make things like high-performance, low-latency remote virtual desktop for development solutions approachable.<p>Chrome Remote Desktop works OK and it's a sign of things to come in the field of virtual desktops. Right now, the state of the art for on-demand cloud remote development desktops to help facilitate intensive development environments, like IntelliJ / Visual Studio / Mathematica, on underpowered clients, (i.e.12" MacBook), is to rely on proprietary protocols that barely work if the targeted remote machine is a Linux desktop.<p>Yes, I know about x2go etc, but I've had so-so experiences with it. Compared to streaming <i>games</i>, I wonder if there's a product in here somewhere.
So I just bought a new Macbook which although is amazingly thin is also somewhat underpowered. I also own a beefy Mac Pro (the trash can) and the thought had crossed my mind that I might use remote desktop to utilize the power of my Mac Pro from the convenience of my new Macbook. For gaming, latency is a huge issue, but I could deal with 50ms latency when doing my work if it meant not having my system lag in other respects. I only wish there was a OS X equivalent.
How much work would be required to adapt this to use WebRTC with native H.264 instead of websockets with a javascript-based MPEG1 decoder implementation?
How likely is it that we can <i>actually</i> bring the bandwidth and latency down to reasonable levels in reasonable conditions? High-def YouTube videos sometimes skip or buffer for me, and that's on cable broadband in a medium-sized American city, pulling from Google-backed servers. How do we make this good enough that most urban Americans can enjoy it without constant frustration?
Hey so I currently work on this technology - check out <a href="https://www.x.io/" rel="nofollow">https://www.x.io/</a> if you'd like to learn more. You can sign up for free and get some free minutes to try it out.<p>We can run arbitrary windows apps and stream them to your web browser, including videogames.
The "vnc" suffix on the name could be a bit confusing to some because it looks like this project does not use any existing VNC code or libraries using RFB protocol. This could come in handy for streaming applications to my mobile devices over LAN if I need to control something easily.
Nice hack ! WebGL decoding looks pretty effective.<p>I think the major challenge with remote gaming is input latency.<p>Even here on a local network, it looks like there is at least ~200ms between input and frame, wich is a blocker for many game types.
This is awesome. I can see it being handy for demo'ing things. :)<p>One thing to note: It gets a bit confused about where your mouse is if you try to stream one monitor in to a browser on a second monitor.
I'm rather curious if this could be used (or changed to support) two people playing a local co-op game. Would open up a lot of games in my library for play with a friend.
Sad to see everyone late to the party on this. There was a great company, Onlive doing this for the past 5 years. Not browser based in their case, but they were the thought leaders. They recently closed shop and were 'acquired' by Sony. I believe thats what spurred this recent trend of articles.
- This support one connection, right?<p>- How feasible would it be to host multiple client connections (each running their own instance of the hosted program) ?
I'd like to see GTA III & Vice City (or a good clone) running in the browser, client side via asm.js or wasm.<p>Edit:
Not that they couldn't do it with GTA V I just prefer those games over it. Saints Row the Third or Just Cause 2 are also acceptable.
This is pointless and nothing new. Remote desktop in the browser has never been an issue, so obviously playing games isn't an issue either.<p>The pointless part is that he's connecting to a "server" that's next to him, not in a DC in London. I guess if you <i>really</i> wanted to play GTA V on the toilet, on your phone, it solves the issue - but really...