Otoy Changes the game
Because responsiveness and action are so central to many games, developers are concerned that the lag between when the distant cloud computer renders a scene and when that scene shows up on a player’s screen will spoil cloud computing’s promise. “The real-time nature of games means that cloud processing will have too long a latency to help with the biggest bottleneck in real-time game graphics,” says Tobi Saulnier, CEO and founder of 1st Playable Productions, in Troy, N.Y.Julien Merceron, worldwide chief technical director of the London-based Eidos, creators of Tomb Raider, says latency and limited bandwidth “will tend to severely limit the type of game that could benefit from the cloud and limit the resolution at which you can play Read More ›