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Microsoft (MSFT) May Have Solution for Low-Latency, Cloud-Based Gaming

August 22, 2014 6:39 AM EDT

Microsoft (Nasdaq: MSFT) Research may have come up with a better solution for low-latency cloud-based gaming, something that could jettison the company ahead of peers in the gaming segment and something that could, potentially, set Microsoft apart in cloud computing as well. The following was posted to the official Microsoft Research blog on Thursday:

Abstract

Gaming is very popular. Cloud gaming – where remote servers perform game execution and rendering on behalf of thin clients that simply send input and display output frames – promises any device the ability to play any game any time. Unfortunately, the reality is that wide-area network latencies are often prohibitive; cellular, Wi-Fi and even wired residential end host round trip times (RTTs) can exceed 100ms, a threshold above which many gamers tend to deem responsiveness unacceptable.

In this paper, we present DeLorean, a speculative execution system for mobile cloud gaming that is able to mask up to 250ms of network latency. DeLorean produces speculative rendered frames of future possible outcomes, delivering them to the client one entire RTT ahead of time; clients perceive no latency. To achieve this, DeLorean combines: 1) future input prediction; 2) state space subsampling and time shifting; 3) misprediction compensation; and 4) bandwidth compression.

To evaluate the prediction and speculation techniques in DeLorean, we use two high quality, commerciallyreleased games: a twitch-based first person shooter, Doom 3, and an action role playing game, Fable 3. Through user studies and performance benchmarks, we find that players overwhelmingly prefer DeLorean to traditional thin-client gaming where the network RTT is fully visible, and that DeLorean successfully mimics playing across a low-latency network.



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