Strazdas said:
2. Visuals quality. At the moment when you play a videogame at 1080p@60fps you are streaming data to your TV/monitor at the rate of ~600MB/s. Good luck streaming that over the internet for 8 hours straight, for thousands of people. And before you start screaming compression - NO. fuck compression. There will be no loss of visual quality when i game. its bad enough i have to put up with that shit on youtube and netflix.
Eh, we're talking consoles. You're streaming 720p at possibly 30FPS at best. That gets you down to about 110 Mb/s. Still pretty big, but much more achievable.
And again, consoles. Compression for "Convenience" is likely to be a sacrifice many will make. Its the whole reason they're on the consoles in the first place - ease of use over quality.
Joccaren said:
To be fair he's expecting 10-20 years to solve that problem, not necessarily for everyone, but for a majority of consumers. And that's fairly reasonable.
I can give him 100-200 years and i promise he wont solve it. Why? because it would require us finding a way to transmit data faster than the speed of light and it becoming so commonplace it would be used for gaming in every house. good luck with that.
Well, point 1, Quantum effects. Lots of work still to be done there, but its happening.
Second option is more likely in a short term; we find a work around.
We play FPS games and, dear god not always, sometimes its horrible, but other times you can play with seemingly no latency, and everything instant, despite at least 100ms in ping. How? Why? What? That should be impossible, it makes it seem like latency means nothing?!
Interpolation, algorithms to minimise the effects of latency, good server->player communications that allow the player to complete actions and see them played out and, so long as its not outside the realm of reasonable possibility, the server accepts it and sends a handful of modifiers that the local system natively just blends into the gameplay, rather than rubber banding. A lot of the time its not perfect. But improvements are constantly being made. Software workarounds, and game design choices to minimise the effects of latency, will likely make up for the 'speed of light' problem. Exactly how I'm not going to pretend to know - if I did I'd patent it and get it built for a shit ton of potential money. But designers will find ways to minimise the impact. Hell, from a game design point of view, most actions could have a follow through time of 0.5 seconds, as opposed to instantaneous, for the animations. In those 0.5 seconds, at any point, the next input can be entered, and it'll be carried out at the end. This gives your game time for the ping to return. It puts the focus more on timing than twitch, but that's not really a bad thing either.