Let me clarify: We have a certain amount of latency when streaming games from both local and internet servers. In either case, how do we improve that latency and what limits will we run in to as the technology progresses?

  • CanadaPlus@lemmy.sdf.org
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    1 year ago

    The speed of light, so 50ms or so assuming locations on Earth. In practice a bit more because you have to go around it rather than through the core. Servers already have to make retroactive calls, which is why it looks like you hit but then you didn’t sometimes.

    Interestingly enough, Starlink has lower latency than wire despite the longer path because light travels slower than c through glass fiber.

        • Dark Arc@social.packetloss.gg
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          1 year ago

          But this is the limit of cloud gaming. Cloud gaming in no design goes all the way around the earth, or half way around the earth. Stadia used regional data centers, as does GeforceNOW, as does Shadow.

          50ms seems really arbitrary.

          • rasensprenger@feddit.de
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            1 year ago

            I also think 50ms is a bit pessimistic, but there are locations which are far off of googles datacenters (at least until they finish their Johannesburg location, south africa seems very isolated) and you’re never directly connected via as-the-bird-flies fibre connections, actual path length will be longer than just drawing a line on a map.

            This can all be mitigated by just building more and closer edge servers, of course, but at some point you just have a computer in your room again.