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by flohofwoe 2656 days ago
Latency hiding in "traditional" multiplayer games basically works by doing computations for other players locally (even if it's as simple as dead reckoning and extrapolating a few milliseconds into the 'future'), and only apply corrections when this diverges too much from the server because of network hick-ups. Unless Google invented some new magic, that's not possible with a video stream (but hmm, who knows, maybe they have invented their own 'game-streaming video codec' with additional information for some sort of 2D-dead-reckoning for regions of the video frame... but my guess is they simply don't care about latency).
2 comments

Yeah, i'm really curious to read more about the tech here.

I know things like the Oculus Rift does some fancy processing to kind of "smear" frames to compensate for head movement while the PC renders a new frame. I'm wondering if this service is going to be doing a bit more than just "streaming video to the user". Like including some metadata and allowing the client to make cheap adjustments to various parts of the scene to compensate for lag?

Either way, I really want to see some people play things on this and talk about how it feels, because I can't imagine Google would just release a gaming platform that's nothing more than streaming video. Especially since it's been tried multiple times before.

> 2D-dead-reckoning for regions of the video frame

That is, in fact, how video compressors work. It's called motion estimation.

Yep, if you did something where local controller input directly impacted the motion vectors for macroblocks in a video frame...you could maybe hide some of the latency, but that seems dubious...