I imagine the selection of games is very limited.
Quote from: FatherlyNick on January 05, 2017, 09:10:19 AMI imagine the selection of games is very limited.They claim it works with every game on every major store front (steam, origin, uplay)
I imagine it would not be a good idea to stream VR games, and probably won't be for a long time. VR headsets put heavy constraints on engines, essentially giving them an extremely tiny window of opportunity to actually render (something like under 10ms/frame on a game that must stay locked at 90FPS with particular FOV settings, etc...). That's all fine and manageable, and is necessary to keep the effect going and (more importantly) to keep players from feeling nauseous. Reducing input lag so that your extremely precise head motions can be reliably sent uncompressed, ordered, and at the same extremely fast rate back and forth to NVidia would be a lot more difficult, though. Just something to think about: by the time this becomes a reality, we would have had to greatly improve the way data is sent so the average person doesn't puke 3 seconds into streaming to a headset.
Yeah, processing power is a problem
Quote from: Desty on January 06, 2017, 04:26:17 AMYeah, processing power is a problemits not processing power its latencythey could just have hundreds of servers with quad gtx titans or whatever they heck they wantit could still deliver say 90 or 120 fps given you had the bandwidth for the bitratethe issue is not only sending that data in good time but getting the video back toosay you were just playing a game on max at 120 fps on a 120hz monitor, to anyone watching it would look smooth as anything, but what if it would take about half a second for the game to respondit wont be that serious in most or ideal circumstances but for vr even playable input lag on a screen like 60ms would be chunder inducing with VR
Kick me when I'm down why don'tcha?
>streaming vidyaAre you kidding me? Enjoy your 10FPS experience.
Yeah, gotta wait and see for sure. There's two big issues with this. One, technical feasibility. It's one thing to be able to run the game elsewhere through the cloud and do so at high framerates and top notch settings. But to have it register your inputs, send it to their systems, be processed in their systems, sent back to your PC and then displayed on your screen? That's a big latency risk. And depending on what game you play, even a few ms of delay can really screw things up. Two, pricing scheme. Your casual gamer probably doesn't care enough about his games to pay an extra fee on top of his own system and the game itself, making having to pay per hour you play a pretty big turn off for most (I imagine, at least). And your gaming enthusiast tends to already put in so many hours of game time that the yearly cost of the streaming service could probably net him a decent PC that will last him a while and that he can game on as much as he wants without having to worry about paying for playtime. I'm sure there's a market for it, but those are two pretty big obstacles.
thing is psnow does this already and it works
Quote from: Pepsi on January 09, 2017, 05:54:34 AMthing is psnow does this already and it worksi was under the impression that psnow sucked and nobody used it though