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Predictive Modeling To Increase Responsivity of Streamed Games

jones_supa (887896) writes Streaming game services always bump up against a hard latency limit based on the total round-trip time it takes to send user input to a remote server and receive a frame of game data from that server. To alleviate the situation, Microsoft Research has been developing a system called DeLorean (whitepaper) using predictive modeling to improve the experienced responsiveness of a game. By analyzing previous inputs in a Markov chain, DeLorean tries to predict the most likely choices for the user's next input and then generates speculative frames that fit those inputs and sends them back to the user. The caveat is that sending those extra predictive frames and information does add a bandwidth overhead of anywhere from 1.5 to 4 times that of a normal streaming game client. During testing the benefits were apparent, though. Even when the actual round-trip time between input and server response was 256 ms, double-blind testers reported both the gameplay responsiveness and graphical quality of the DeLorean system were comparable to a locally played version of the game.

2 of 120 comments (clear)

  1. There is no way this could work for me when I play by He+Who+Has+No+Name · · Score: 5, Insightful

    Nobody can predict when I will suddenly chase a mammoth with a fork while buck naked.

    Nobody.

  2. Re:Why? by tepples · · Score: 5, Interesting

    Why on earth would you want to do this? Run the damned thing locally

    Let me count the guesses: A publisher paranoid about prohibited copying may be willing to license its game at a lower price if the game program never leaves the server. Or it might be cheaper and faster to send a video stream than to send sufficiently powerful hardware and 50 GB of game at once. Or sufficiently powerful mobile hardware might not even exist. Or it might want to ensure that all players connected to the same server have comparable lag and the same inability to install cheat mods.