Microsoft's research arm claims it may have found a way to solve the barrier preventing mass adoption of cloud gaming: the latency between the server and the client.
Cloud gaming has been poised to be the next big thing for a number of years, now. While Nvidia has enjoyed some success with its Grid platform - servers packed with GeForce GPU hardware - and client-facing platforms like OnLive continue to roll on, cloud gaming is still a poor second best to local gaming. The premise, using remote server hardware to do the heavy lifting so you can play the latest PC games on low-end - even mobile - hardware is sound, but the delay between inputting your actions at your end and the server responding means that twitch-gaming is out of the question.
Microsoft Research's answer? Time travel, via what its creators have dubbed DeLorean. In a white paper
published this week, a team lead by Kyungmin Lee has detailed what they are calling a '
speculative execution system' which is capable of hiding up to 250ms of network latency from the user - perfect for high-latency mobile networks. DeLorean works by rendering possible outcomes ahead of time, then displaying only the correct outcome to the user.
'
To evaluate the prediction and speculation techniques in DeLorean, we use two high quality, commercially-released games: a twitch-based first person shooter, Doom 3, and an action role playing game, Fable 3,' the team writes in the paper's abstract. '
Through user studies and performance benchmarks, we find that players overwhelmingly prefer DeLorean to traditional thin-client gaming where the network RTT is fully visible, and that DeLorean successfully mimics playing across a low-latency network.'
The
paper itself (PDF warning) goes into the technical details, but it's not clear when - or if - the technology will reach consumers. The team has, however,
published the binaries for the DeLorean software, along with
videos demonstrating its use.
Want to comment? Please log in.