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by basch 2649 days ago
Render the next 60 possible frames (and recursively the next 60 of each 60 to that frame), send them to the client, then based on controller input, it knows which frame to choose next.

Use AI to determine the "most likely futures" and process those branch further.

It could dynamically increase and decrease the "possible futures" sent depending on how fast a person is going and how many input choices they have at any given moment. Compression (combining like elements of different future frames) can happen strongly on frames further into the future that have more time to be decoded.

1 comments

That would either require games to support this branching feature or have 60 instances of the same game open. Forget about this if you have any RNG or MP elements. The complexity of such task is enormous. And that's not even talking about the performance cost. Pretty much whatever is G charging now times 60 times 1.2x for added complexity.

"lol" is the best reply.