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[-] Nexy@lemmy.sdf.org 6 points 13 hours ago

What!? Why the games don't just run locally

[-] mojofrododojo@lemmy.world 32 points 12 hours ago

they're streaming world data. I shudder to think about the size of the entire dataset.

[-] orangeboats@lemmy.world 2 points 3 hours ago

Are the streamed data stored in a local cache? Surely the bandwidth costs are going up to the sky with the server sending data to every single player.

[-] geneva_convenience@lemmy.ml 117 points 22 hours ago

Obviously the flight simulator runs in the cloud.

[-] sailingbythelee@lemmy.world 28 points 21 hours ago

People downvoting you didn't get the joke.

[-] bitwaba@lemmy.world 2 points 4 hours ago

Their head is up their ass, instead of in the clouds.

[-] leds@feddit.dk 20 points 18 hours ago

Nah planes go wooosh over their heads

[-] caboose2006@lemmy.ca 42 points 21 hours ago
[-] SirQuackTheDuck@lemmy.world 1 points 3 hours ago

It is. If it's 140 mbit/s (or 15 MB/s), Flight Simulator only uses 54 GB per hour. OP is confusing bits and bytes.

It's still a shit load of data.

[-] Blackmist@feddit.uk 66 points 1 day ago

At this point you might as well stream the game video, it would be less bandwidth.

[-] Kusimulkku@lemm.ee 19 points 16 hours ago* (last edited 16 hours ago)

This guy just invented Google Stadia (and GeForce Now I think)

[-] chiliedogg@lemmy.world 5 points 12 hours ago

Nobody remembers OnLive...

[-] DJDarren@thelemmy.club 2 points 7 hours ago

I remember OnLive. I was waiting for it to become usable, then...nothing.

[-] Lemminary@lemmy.world 1 points 9 hours ago
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[-] LeroyJenkins@lemmy.world 34 points 23 hours ago

3d terrain tile streaming takes a crazy amount of data. it essentially downloads hundreds of png files at a time and overlays them over 3d terrain data. Everytime you move an inch or pan the camera, it pulls down new data.

[-] zalgotext@sh.itjust.works 12 points 16 hours ago

That seems like a wildly inefficient way to render things

[-] AlotOfReading@lemmy.world 10 points 14 hours ago

MSFS implements optimizations on top of that (progressive detail, compression, etc), but that's how almost all map systems work under the hood. It's actually an efficient way to represent real environments where you don't have the luxury of procedural generation.

[-] Decq@lemmy.world 7 points 14 hours ago

That's literally how every 3d game works (barring a few procedural games maybe). Now they just stream those texture and meshes as needed and presumably cache them.

Don't get distracted by this terrible piece of an article. It never states how long this peak was. It could have been just 100ms. So interpolating this to 81gb/h make no sense at all. It's just pure click bait.

In the end only the total volume downloaded matters (which the article of course doesn't mention). Why wouldn't you want to receive that as fast as possible?

[-] LeroyJenkins@lemmy.world 4 points 11 hours ago

it's not the same. 3d games use polygons and shaders and whatnot. you can optimize things much easier in that space since it's a lot more computational. 3d tiling is literally a bunch of png files being streamed down.

[-] Decq@lemmy.world 1 points 4 hours ago* (last edited 4 hours ago)

Yes, just like msfs does. They still use polygons and shaders.. Polygons that make up the terrain and more and shaders that sample png tiles as textures... Msfs really does not do anything different than other games, outside of streaming in the assets instead of pre-installing them. Not sure why people think it's any different.

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this post was submitted on 15 Oct 2024
365 points (90.6% liked)

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