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by binarynate 1775 days ago
In addition to using Parsec's tech for cloud-based gaming, I also foresee Unity using it to stream shared applications into multi-user mixed reality apps (for example, multiple users in AR or VR sharing a Windows desktop).
1 comments

Isn't VR extremely latency sensitive? I remember reading Carmack's blog posts about needing to reduce input and screen lag even on local machines to make it bearable. It just seems to me like the least likely place for streaming to actually work.
You can use a locally rendered environment with quads that are displaying remotely rendered video of complex objects.

Microsoft has this service already and its called Remote Rendering. https://www.youtube.com/watch?v=XR1iaCcZPrU

To clarify, I don't mean streaming the VR or AR app itself. I mean streaming content that users can interact with within a VR or AR app. For example, imagine that you're in a productivity VR or AR environment collaborating on a Word document with one or more other people.
Yes but since VR seems to move towards standalone headsets there might be more potential in doing the heavy lifting off the device and deliver it half baked? Then the device can do the latency sensitive work?

With the quest I can stream from PC over wi-fi today. But yeah, doing it over the internet seems far fetched.

Only mostly so. It's latency sensitive in that your eye and head movements need very fast responses to avoid nausea in lots of people and produce a good experience. It's not latency sensitive in that a video stream needs to react to you at 90-120hz kinds of speeds. As long as the position and rotation of the video reacts and moves with the rest of the environment, the application itself won't need to respond any quicker than it already does outside vr.

Now I think you're thinking of running the vr application that's doing all the rendering remotely and strraming thst to the headset, it would definitely run into issues because of the latency.