4 points

What!? Why the games don’t just run locally

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23 points

they’re streaming world data. I shudder to think about the size of the entire dataset.

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97 points

Obviously the flight simulator runs in the cloud.

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23 points

People downvoting you didn’t get the joke.

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15 points

Nah planes go wooosh over their heads

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37 points

That seems excessive

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60 points

At this point you might as well stream the game video, it would be less bandwidth.

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16 points
*

This guy just invented Google Stadia (and GeForce Now I think)

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4 points

Nobody remembers OnLive…

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1 point

I remember OnLive. I was waiting for it to become usable, then…nothing.

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1 point

… who?

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1 point
*

Steam Link

Sony Whatever

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2 points

Doesn’t it already run on Gamepass xCloud whatever they call it?

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5 points

It wouldn’t be as responsive though.

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7 points

It’s hardly Counterstrike.

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1 point

Well if you think it works well there is nothing stopping you for streaming the game with xcloud.

Imo experience the bitrate and latency is pretty poor even with gigabit internet.

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4 points

Exactly - People don’t seem to realize that cloud gaming responsiveness only really matters in competitive games and shooters. Turn based games or more casual games run perfectly fine with fast Internet.

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16 points

Just fly Boeing in game. It’s a more authentic experience that way.

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1 point

If the experience you’re after is a near death experience, sure.

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5 points

If you have small data caps, it may even be cheaper.

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33 points

3d terrain tile streaming takes a crazy amount of data. it essentially downloads hundreds of png files at a time and overlays them over 3d terrain data. Everytime you move an inch or pan the camera, it pulls down new data.

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10 points

That seems like a wildly inefficient way to render things

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9 points

MSFS implements optimizations on top of that (progressive detail, compression, etc), but that’s how almost all map systems work under the hood. It’s actually an efficient way to represent real environments where you don’t have the luxury of procedural generation.

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4 points

That’s literally how every 3d game works (barring a few procedural games maybe). Now they just stream those texture and meshes as needed and presumably cache them.

Don’t get distracted by this terrible piece of an article. It never states how long this peak was. It could have been just 100ms. So interpolating this to 81gb/h make no sense at all. It’s just pure click bait.

In the end only the total volume downloaded matters (which the article of course doesn’t mention). Why wouldn’t you want to receive that as fast as possible?

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5 points

it’s not the same. 3d games use polygons and shaders and whatnot. you can optimize things much easier in that space since it’s a lot more computational. 3d tiling is literally a bunch of png files being streamed down.

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2 points

The world they built for the game is hundreds of terabytes, it’s really the only way to do it without forcing players to preload tiny chunks of the world and restrict their flight to only the ones they’ve downloaded.

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