Updated 20 minutes ago

12849 products + 14174 members

Cloud gaming is broken and unplayable

Awomo's Tim Ponting explains the latency problem

August 14th | Tell us what you think [ 2 comments ]

awomo-s-tim-ponting-explains-why-cloud-gaming-is-fundamentally-hampered-by-problems-of-latency

Awomo's Tim Ponting explains why cloud gaming is fundamentally hampered by problems of latency

<>

"There's many a slip 'twixt cup and lip". (Old English Proverb)

If you believe everything that Wikipedia tells you (and of course I do), it owes its derivation to an Ancient Greek tale in which one of Jason's Argonauts returns home, is about to knock back his first vino when he's whisked off to hunt a wild boar. He's killed, and never gets to quaff the wine.

When you're examining the many things that can go wrong with gaming 'in the cloud', you begin to wish it was only wild boars you had to worry about.

"Gaming in the cloud" - we're talking here about laudable projects like OnLive and Gaikai. In a nutshell, the idea is you connect via the Internet to a server which runs the game itself, and sends the already rendered video and audio back to your computer (or console, or dumb terminal) in response to your gameplay controls.

A compelling proposition, annoyingly flawed

It's just so compelling. Solves DRM issues, means you don't have to spend out on an expensive gaming PC or high-end console - it's all in the cloud. And perhaps, sadly, pie in the sky.

The arguments have raged either way for months regarding video compression technologies, bandwidth, server farms the size of Alaska and the temperature of the Sun. But as is the nature of the beast, I think gaming in the cloud's wild boar is latency. Unavoidably.

Why so sure? Because gamers are already complaining about it, and that's with the console in their front room. Back in the days when LCD screens were the new thing, we worried about the amount of time it took for the pixels to change colour. Any delay above 25 or 30ms was too slow, Counterstrike players were telling us.

Today, LCDs are very fast, very effective displays for gaming. But most of us play on TVs, and they have processing circuitry, and processing circuitry introduces delays, and this upsets gamers. Trawl the AV groups online and you'll find long discussions on which TV has the best 'game' mode to switch off processing to remove these latencies. You'll see timecoded test shots side by side that illustrate that you cannot possibly hit the figure in front of your gun, because at the time you see it under your crosshairs, it's already ten feet away inside the console's brain.

Why do we have to calibrate Guitar Hero using the Options menu when we play it on our TV? Because the delays of the processing circuitry mean that what our ears hear and what our eyes actually see may come at different times.

And it makes it unplayable.

Dave Perry of Gaikai plays this down: "There's two levels of latency. There's one level of it that you don't notice; found between controllers and TVs where player input is processed. There's latency everywhere, and much of it is acceptable. The Wii controller I believe has about 100 milliseconds latency to it. So there's a certain amount of latency that's acceptable. I was talking to the Guitar Hero guys and they told me that their limit was 55 milliseconds, and that's actually an incredibly short amount of time."

Your comments (2) Click to add a new comment

toplaptopbatteries


August 15th

2. The arguments have raged either way for months regarding video compression technologies, bandwidth, server farms the size of Alaska and the temperature of the Sun. But as is the nature of the beast, I think gaming in the cloud's wild boar is latency. Unavoidably.

Alert a moderator

thegilb


August 14th

1. I work as a network programmer, so I spend all day, every day, writing code that copes with latency, and hiding it. As a professional that knows all the gory details of the technical limitations of the internet - and oh, how gory they are - I can tell you this one thing for sure, and this is an actual fact: The service is going to be absolutely, positively, impossibly rubbish.

Latency will be an issue, it will be a horrendous issue. There's no way to cover the latency between pressing buttons on the pad and seeing the result on the screen.

Bandwidth will be an issue. When BT are limiting bandwidth to BBC iPlayer because of how much bandwidth users are consuming, I wonder how they will react to gamers pretty much totalling their bandwidth with game streaming?

Video quality will be an issue. Think about BBC iPlayer and how low the resolution is in HQ for a second. The quality is poor so that your poor old internet connection can keep up! It's all well and good streaming Crysis, but how good will it really look when a 640x480 image is stretched across your screen? Hint: Not great, and that's being optimistic!

Basically, the whole thing is set up to be a major fail, and anyone who pays for the service will be throwing their money away.

Alert a moderator

Tell us what you think

You need to Log in or register to post comments

By submitting this form you agree to our Terms of Use and so are legally responsible for anything you submit. DO NOT submit anything which may violate the Terms of Use or another person's rights including copyrighted or offensive materials.