Latency is a big problem in online cloud computing games. However Microsoft has found a very ingenious method to overcome this lacuna in Cloud Computing Games by predicting and rendering what the user is going to do before he does it. Thus Mycroft will remove the perception of lag and give uninterrupted and continuous gaming experience.
Microsoft has decided to literally take on the fourth dimension to improve Cloud based computing games by removing the lag which has hampered the popularity of Cloud based computing games. However Microsoft is not going to take you through a time warm or something like that. Microsoft is testing a new speculative execution engine which it calls DeLorean.
DeLorean basically envisages removing lag or at least minimizing the perception of lag in cloud computing games. Cloud Computing Games are streamed from powerful, centralized server and Microsft wants to make the gaming experience just like one you are used to when playing with gaming consoles.
Microsoft researchers contend that users can discern 60 milliseconds of latency while playing a multiplayer game. When the lag starts going beyond 100 milliseconds, players start getting annoyed. If the latency increases to 150 to 200 milliseconds players lose interest and engagement falls to less than 75%. This is one of thye biggest downside of cloud computing games and Microsoft wants to set this right.
Using DeLorean, however, Microsoft was able to remove a 250 milliseconds lag and still the players were not able to discern it.
Microsoft’s paper said, “We demonstrated DeLorean on Doom 3, a twitch-based first person shooter, and Fable 3, an action roleplaying game because they belong to popular game genres with demanding response times. This leads us to be optimistic about the work of applying DeLorean to other genres. We found that players overwhelmingly favor DeLorean’s masking of high RTT times over naked exposure to long latency. In turn, this enables cloud gaming providers to reach a much larger community while maintaining a high level of user experience.”
How Microsoft does this? It’s (relatively) simple: Microsoft’s DeLorean system predicts all the possible movements by the player. Then it streams a rendering of these from a server to a player’s console and when a player decides what he or she plans to do, that scene—for a lack of a better way to phrase it—is already ready to go.
This however means a lot of data which has to be fitted into the bandwidths of the user. Microsoft has developed a method of video decoding which enables better compression by taking advantage of the visual similarity of speculated frames. DeLorean shows a bit rate which is more than 4.5 times that of any standard cloud computing game.