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Not exactly, since they aren't opinionated in the game engine, they can't control what "primitives" are being used to render.. they probably just encode video

I guess you're right, all their talk about working with game developers was probably just to get the games working on their hardware.

That's AMAZING!

I will definitively follow that!


good feedback! I'm seeing people really struggly with the control lag + speed.

I'm always biased since I test locally with no delay when developing :)


are there any affordances for prediction or replay? you could try to help network latency by having the server resimulate a small period of time roughly equivalent to the client's network delay - it's not perfect without client-side prediction but it could help

It's possible, but harder than traditional client/server paradigm since the client here is generic so the predictablity should be based on something other than heuristics

I'm thinking about simple ML to predict inputs and feedbacks. Since the amount of data generated in the streaming is massive and well structured, it looks like a possible approach


I will definitely try it!

I'm using Gzip since it comes with all browsers hence a easy approach

That said, I will find som zstd decompressor for js/wasm and try!

edit:

I just added and the difference was huge! Thank you!


That's exactly my approach! I'm sending canvas commands instead of pixels, which makes things faster

That said.. I don't think stadia could do that since it's not opinionated about the game engine. Unless they go really deep on the graphics card instructions instead, but then it becomes comparable to pixel rendering I guess


Thank you!

Amazing! Never heard of this byond/ss13/14

Thank you for the reference!


You're correct

My approach lives in some place between video streaming and data streaming in terms of performance

It's not intended to be faster than a proper client that brings a lot of logic and information that diminish the amount of information required to be transfered

My proof of concept is more about: Can my dev exp be much better without relying on the video streaming approach? (which is havier)


You're right

Especially with today's computer vision

The cheating I'm more protected (just as stadia, etc..) is regarded to client/code exploitation

which we don't have to worry about in this approach


Yeah.. As people are playing and I'm watching their feedbacks it is becoming clear to me that the main source of input delay comes from the distance to the server.. the whole game is running in a single machine in SFO, so it makes total sense this bad exp in europe

I think this is inevitable unless I add some optimism/interpolation in the client

Also, thanks for the feedback! I will fix the Abstra landing page

try https://www.abstra.io/en instead


You're running this at the airport?

It's a Googleism. The datacenter is referred to by the nearest airport because airport codes make it straightforwardsto know roughly where the DC is.

For completeness sake this is not strictly a Google thing. Many companies use airport codes for their data-centers.

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