I H8 Memes said:In my ex[erience with the Crysis 2 demo the quality for this was pretty bad. Locked at 800x600 and sluggish as hell. Whats the point of it anyway? Half the reason to try a PC demo is to see how it runs on your machine.
Refreshment.01 said:What are the requirements of the internet connection?
Refreshment.01 said:What are the requirements of the internet connection?
thehillissilent said:I would personally recommend 10mbps connection, but it should work over 5mbps. Make sure that your connection doesn't have jitter and wired connections are always better to use.
Hahaha... no chance for me.Relaxed Muscle said:I can tell you 1.8MB/s is not enough. lol
Salih said:What kind of witchery is this?
This service is just like OnLive. It streams the real-time video to you and you upload the controls. There is no local rendering. It's all rendered on remote servers, and the video is encoded and sent to the client on your workstation/laptop to be decoded.Postman said:Yeah I have been messing around with OPENGL in java and it is quite powerful. I expect that is what this is based off of.
The Crimson Blur said:I know they're still in development, but I'd love to meet the programmers behind this.
Because this is not easy. Very difficult code to conceive, let alone optimize. Whoever made this is a verifiable genius.
The Crimson Blur said:I know they're still in development, but I'd love to meet the programmers behind this.
Because this is not easy. Very difficult code to conceive, let alone optimize. Whoever made this is a verifiable genius.
Aru said:I'm not sure Gaikai requires a lot of development. I think it's pretty much standard PC games with tweaked settings running in a (custom ?) virtual host.
I could be wrong, though.
In terms of hardware constitution, what does a Gaikai server look like?
Some of the specs I cant tell you because theyre a trade secret in themselves. Getting a hi-def stream of a game thats CPU-intensive is difficult, but certainly not impossible. Within months we got it working.
Thats not been the real challenge. Cloud streaming is relatively easy to do, but it has been expensive. So we have been searching for ways to keep costs down whilst keeping the streaming technology optimized. Thats why our solution is a trade secret.
We went through a huge amount of hardware combinations to find out what worked best. Were using the very latest Intel six-core processors, and the most expensive graphics cards you can buy. For the current demo servers were setting up, were using GTX 470s. But we actually use less RAM than you would imagine, because of the way we virtualise the system, we dont need more than one or two gigabytes of RAM per game.
And the cooling system is crazy. The amount of air coming out of the rig could blow-dry someones hair very quickly.
So how many players do you think can play a game from a single server?
It depends on the game, but around a dozen per server. But like I say, its all about
costs. Its a spreadsheet exercise. If we can come up with a different server system, thats a lot cheaper and can serve four people but the costs per player are less, wed be interested.
Though its fun to build insanely powerful servers, we have to be cost-effective.
Is overclocking an option?
We could if we tried, but its not something we use at the moment.
I kind of feel like this is the future of gaming. Playing Crysis 2 in YOUR WEB BROWSER. HOLY FUCK.
:lol Nope.avi.dll.exe.zip.rar Never going to be the "future" with massive bandwidth requirements and input lag. Same thing with Onlive: "Future of gaming" but it's a bust, no one cares about streaming games until the tech matches a near 1:1 in-house experience and doesn't require massive bandwidth pipes to use.
:lol Nope.avi.dll.exe.zip.rar Never going to be the "future" with massive bandwidth requirements and input lag. Same thing with Onlive: "Future of gaming" but it's a bust, no one cares about streaming games until the tech matches a near 1:1 in-house experience and doesn't require massive bandwidth pipes to use.
:lol Nope.avi.dll.exe.zip.rar Never going to be the "future" with massive bandwidth requirements and input lag. Same thing with Onlive: "Future of gaming" but it's a bust, no one cares about streaming games until the tech matches a near 1:1 in-house experience and doesn't require massive bandwidth pipes to use.
It crashed FireFox but worked fine in Chrome.
I tried AC: Brotherhood. There was some minor stuttering but otherwise it was fine, well except the horrible keyboard+mouse controls.
This is a great idea and I hope it takes off. Being able to try a demo in a matter of minute(s) is simply amazing.
EDIT: I hope Ubisoft puts out a Rayman Origins demo.
This actually works for me now. The input lag, or lack of it, is actually pretty impressive, but most games seem to render at a pretty low resolution, and there's always compression artifacts.
But still:
Madness!