I did read your post, but I have doubts you read mine. They said quite plainly it was "completely playable" and "most importantly, quite responsive". He is talking about the playability of the game...ie...responsiveness of the game. Also, if you took the time to watch the videos, they cover how they deal with inputs. And your remote desktop example is failure...this is a different technology. Welcome to 2009. Anyways, read the articles, watch the videos...your concerns have been addressed.
"EDIT: I accept that they may get decent response times in their testing environment, right there with the server. I do not for one second believe anyone who is situated hundreds or thousands of miles away is going to see anywhere near acceptable reponse times. If they tell you otherwise, they're trying to sell you something(guess what they are)."
If I am not mistake,n this was tested at GDC09, not at their testing environment.
dnuggs40
You make some good points and I'll admit that the remote desktop example is an exaggeration, I was using it to illustrate the idea of input lag and how noticeable a problem it can be.
I just find it very hard to believe that they've found some method of negating it. For instance other than handling the network on their end, they have very little control over the signal, and its transit time, between their server and your computer, which is where the majority of the input lag is going to arise. I mean, most servers that are anymore than a couple of hundred miles away are going to have lags of 100-200 ms. If that lag was applied to your response time, it would be huge.
Now, I know they claim it's smooth and responsive, but they are trying to sell a product. Just because they demonstrated at GDC doesn't mean they weren't running it off a computer on site(I don't think they claimed otherwise?). Maybe to someone who doesn't really game much, a response lag of 0.1-0.3 seconds wouldn't be a big deal and they would think the response is just fine, but anyone who plays any amount of FPS or any other fast paced games
would notice it immediately and it would be unplayable.
It might work just as great as they claim, but I remain skeptical. Honestly, I'll be very surprised if it manages to overcome this problem. I'm actually afraid that rather than overcoming these issues, a service such as this will succeed despite of them.
"They" wasn't the developers of said technology..."they" was a reporter who tried it out at GDC09. Let me guess...they paid him off.dnuggs40
Well, that doesn't mean he wasn't playing through to a server that was on site at GDC.
Heck, they could have had him connected directly to the computer he was playing on and he wouldn't have known(I'm not suggesting they actually did this...).
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