Ok so once again I was wronged by life.
It's allright I'm used to it.
Amresh reacted to my previous post about WebGL by pointing out that client based rendering might become obsolete by the time we're all engulfed in the cloud.
To this I answered it was impossible to have high end graphics in highly interactive software rendered in far away servers without getting derezzed by the time your nth frame showed up on the screen, because fuck, thats a lot of data to throw around.
Well, it turns out its already out there. Sony bought Gaika last year, a company thats been offering streaming videogames, videogames rendered in the server, leaving the clients needing basically a screen and a router.
So at a 1280 x 720 rez, and 24 bits color, and lets say 30 frames per second, to be conservative... then you would transfer:
1280 x 720 x 24 x 30 = 663 mbps
Videotron's ultimate speed is 60 megabits per second.
What do I not get?
(and thats without mentioning download limits...)
6 comments:
You're forgetting frequency polygons.
you're probably right. They must be encoding the frames with frequency polygons, I see no other explanation.
Also, would they really need to code every single pixel every single frame. Aren't many that repeat anyways?
And by 'code', I meant 'transmit the date for'...
well yes, if you're playing Tetris, or electronic Mahjong. But there's no pixel repeat in Robotron. Absolutely none. So your objection is out of acceptable range.
And we say 'fragments', not "pixels". We're not selling cathodic tubes here.
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