Let me clarify: We have a certain amount of latency when streaming games from both local and internet servers. In either case, how do we improve that latency and what limits will we run in to as the technology progresses?

  • Blake [he/him]
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    9 months ago

    Yep, I mean, the comment you’re replying to literally contains the phrase, “the biggest issues are interference…” haha

    Likewise, it’s something that’s likely to improve as we tend to move away from the 2.4GHz band.

    Dropping packets is definitely more of a problem for streaming in particular, rather than anything else, because like you said, if you drop packets you’re going to get degraded quality video. If you were gaming locally, it wouldn’t really affect you as much. Online games have extremely good, well designed methods of compensating for dropped packets in a way that streaming will never be able to match.

    • Dark Arc@social.packetloss.gg
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      9 months ago

      Yep, I mean, the comment you’re replying to literally contains the phrase, “the biggest issues are interference…” haha

      Oops, yup, read that one wrong.

      Likewise, it’s something that’s likely to improve as we tend to move away from the 2.4GHz band.

      I’m not so sure. We’ve been on 5GHz for a while … even on there or as recently as WiFi 6 (which I forgot the exact band), there are still lots of problems.

      Dropping packets is definitely more of a problem for streaming in particular, rather than anything else, because like you said, if you drop packets you’re going to get degraded quality video. If you were gaming locally, it wouldn’t really affect you as much. Online games have extremely good, well designed methods of compensating for dropped packets in a way that streaming will never be able to match.

      Yes and no; dropping packets can still really badly impact competitive games. Casual games that use client authoritatively movement there for sure aren’t issues with though.