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View Full Version : Explain Input Lag Reduction Please



Subby
03-27-2009, 02:39 AM
You move your mouse, it goes to service center, renders and then compresses to video and streams it to your computer.

With internet latency, input lag, display lag and the time it takes to compress the video, how have you reduced the lag so we won't notice? Especially in fast paced FPS games?

I have been creeping the net reading articles and the subsequent bashing of OnLive in each article's comments section.

A LOT of people out there are saying that it is not possible yet to do this without massive input lag and OnLive is saying that they have done it. The fact that you've come out of "stealth mode" and are planning an open beta (stress test) and launch within the same year concerns me.

I think the world needs some explaining of how you've accomplished this as well as a video of someone playing a game from a location that would be the farthest from a service center that you'll allow.

Subby
03-27-2009, 02:53 AM
I have found this article that helps to answer this question.

http://onlivefans.com/showthread.php?t=47

B1553r
03-27-2009, 04:29 AM
This is iirc so feel free to fact check me, you wont hurt my feelings

Something else that they don't mention in article. According to one of the XNA developers both of the consoles don't render screens exactly as they happen in game. What you are seeing on screen is 1-4 frames behind what is actually happening in game. It has to do with the mutithreaded nature of graphics cards. Basically they start rendering a frame, and move onto the next moment of game time. The image that see in any given frame is actually 50-100ms old. But that is so short a time, that you dont notice it.

Also from reading the developers blog... Over the internet, games get by with 5-10 updates a second because there is all sorts of clever predictive code in the game, and the players don't notice it because of the limited view of the game world. Because of this, as it turns out, making an action based side scroll game is a near worst case scenario for internet enabled games.

A human eye blink is about 300ms...

BeteNoire
03-27-2009, 04:31 AM
You won't necessarily find the answers here - this isn't ran by the OnLive owners. Hence the name, "OnLive Fans".