Re: This is probably the most awesome thing i have ever seen!
Posted: Thu Dec 31, 2009 4:59 pm
1. Within 1000 miles of server
2. 80 ms
3. Very tight bandwidth constraints.
4. The demo in the video (on the screen behind him) was with the players setting right there playing the games he demo'd. The other feeds were clips running and not actual players.
In short, a neat idea but the presentation was a little deceptive. Over 80% of the worlds internet users will not be able to use it. To maintain a constant 80 ms time frame window across the internet (on average) you need a broadband connection with a sustained speed of at least 10 MB/s, and that number is based upon a straight connection to the server like on a LAN system. The bandwidth constraints for this system are +/- 10 %. That means your connection speed has to be between 9 MB/s to 11 MB/s sustained. 80% of the worlds internet users might have broadband connections from ISP's that tell them they get "up to" 10 MB's, but, none of that is sustained speed and the average speed they get on a 10 MB/s connection is around half to possibly peaks (sometimes) of 3/4 of that, which means that 80% of the worlds internet users do not meet the bandwidth requirements to use such a system reliably and as smoothly as demostrated in the video. And that does not even account for the delays introduced by numerous hops just to get to and from the server. So unless your within 1000 miles of a server and ISP's and telcos will suddenly increase bandwidth for everyone to around 50 MB/s then 80% of the worlds internet users will not see the performance as demo'd in the video clip. Sure, people will buy it and try to use it, and the companies will be swamped with tech service requests, and everyone will tweak and do this and that, but in the end, they probably will not be able to use the system reliably and will be stuck with shelling out money for something based upon marketing hype that they really had no chance of using reliably in the first place.
2. 80 ms
3. Very tight bandwidth constraints.
4. The demo in the video (on the screen behind him) was with the players setting right there playing the games he demo'd. The other feeds were clips running and not actual players.
In short, a neat idea but the presentation was a little deceptive. Over 80% of the worlds internet users will not be able to use it. To maintain a constant 80 ms time frame window across the internet (on average) you need a broadband connection with a sustained speed of at least 10 MB/s, and that number is based upon a straight connection to the server like on a LAN system. The bandwidth constraints for this system are +/- 10 %. That means your connection speed has to be between 9 MB/s to 11 MB/s sustained. 80% of the worlds internet users might have broadband connections from ISP's that tell them they get "up to" 10 MB's, but, none of that is sustained speed and the average speed they get on a 10 MB/s connection is around half to possibly peaks (sometimes) of 3/4 of that, which means that 80% of the worlds internet users do not meet the bandwidth requirements to use such a system reliably and as smoothly as demostrated in the video. And that does not even account for the delays introduced by numerous hops just to get to and from the server. So unless your within 1000 miles of a server and ISP's and telcos will suddenly increase bandwidth for everyone to around 50 MB/s then 80% of the worlds internet users will not see the performance as demo'd in the video clip. Sure, people will buy it and try to use it, and the companies will be swamped with tech service requests, and everyone will tweak and do this and that, but in the end, they probably will not be able to use the system reliably and will be stuck with shelling out money for something based upon marketing hype that they really had no chance of using reliably in the first place.