• The bandwidth bottleneck that is throttling the Internet
    10 replies, posted
[quote]That is why they are spending billions of dollars to clear the traffic jams and rebuild the Internet on the fly — an effort that is widely considered to be as crucial for the digital revolution as the expansion of computer power. Google has partnered with 5 Asian telecommunication companies to lay an 11,600-kilometre, US$300-million fibre-optic cable between Oregon, Japan and Taiwan that started service in June. Microsoft and Facebook are laying another cable across the Atlantic, to start service next year. “Those companies are making that fundamental investment to support their businesses,” says Erik Kreifeldt, a submarine-cable expert at telecommunications market-research firm TeleGeography in Washington DC. These firms can't afford bottlenecks.[/quote] (...) [quote]“When I take out my cell phone, everyone thinks of it as a wireless communications device,” says Neal Bergano, chief technology officer of TE SubCom, a submarine-cable manufacturer based in Eatontown, New Jersey. Yet that is only part of the story, he says: “Users are mobile, but the network isn't mobile.” When someone uses their phone, its radio signal is converted at the nearest base station to an optical signal that then has to travel to its destination through fixed fibre optics.[/quote] (...) [quote]"A potentially huge challenge is the emergence of 3D virtual-reality systems. Interactive 3D gaming requires data to travel at 1 gigabit per second — 20 times the speed of a typical video feed from a Blu-Ray Disc. But most crucially, the image must be rewritten at least 90 times per second to keep up with users turning their heads to watch the action, says computer scientist David Whittinghill of Purdue University in West Lafayette, Indiana. If the data stream slips behind, the user gets motion sickness. To keep that from happening, Whittinghill has installed a special 10-gigabit-per-second fibre line to his virtual-reality lab."[/quote] source: [url]http://www.nature.com/news/the-bandwidth-bottleneck-that-is-throttling-the-internet-1.20392[/url]
[quote] "A potentially huge challenge is the emergence of 3D virtual-reality systems. Interactive 3D gaming requires data to travel at 1 gigabit per second — 20 times the speed of a typical video feed from a Blu-Ray Disc. But most crucially, the image must be rewritten at least 90 times per second to keep up with users turning their heads to watch the action, says computer scientist David Whittinghill of Purdue University in West Lafayette, Indiana. If the data stream slips behind, the user gets motion sickness. To keep that from happening, Whittinghill has installed a special 10-gigabit-per-second fibre line to his virtual-reality lab." [/quote] Uhh... can't you just hook up your PS4 to your Oculus, or whatever, when they're in the same room, and play? Does anyone [I]actually[/I] expect to immediately be able to have a thin client for virtual reality, with the heavy computing done in the next state over and transferred continuously? This immediately?
[QUOTE=Barcock;50885557]Uhh... can't you just hook up your PS4 to your Oculus, or whatever, when they're in the same room, and play? Does anyone [I]actually[/I] expect to immediately be able to have a thin client for virtual reality, with the heavy computing done in the next state over and transferred continuously? This immediately?[/QUOTE] Yes. It works pretty great for gaming at the moment, but the technology is still in its infancy. The full extent of applications hasn't and won't be realized for some time. The person they quoted is talking about the next generation of VR though. i.e. livestreaming in VR etc. He seems to know a thing or two about VR: [url]http://www.purdue.edu/newsroom/releases/2015/Q1/virtual-nose-may-reduce-simulator-sickness-in-video-games.html[/url]
[QUOTE]"A potentially huge challenge is the emergence of 3D virtual-reality systems. Interactive 3D gaming requires data to travel at 1 gigabit per second — 20 times the speed of a typical video feed from a Blu-Ray Disc. But most crucially, the image must be rewritten at least 90 times per second to keep up with users turning their heads to watch the action, says computer scientist David Whittinghill of Purdue University in West Lafayette, Indiana. If the data stream slips behind, the user gets motion sickness. To keep that from happening, Whittinghill has installed a special 10-gigabit-per-second fibre line to his virtual-reality lab."[/QUOTE] It sounds like they asked the wrong question to the professor, his answer makes no sense :v: Unless he's talking about streaming VR. That sounds terrible. Imagine the input latency.
[QUOTE=Internet1001;50885577]It sounds like they asked the wrong question to the professor, his answer makes no sense :v: Unless he's talking about streaming VR. That sounds terrible. Imagine the input latency.[/QUOTE] Its the ultimate DRM though. They have servers running and rendering the game and you just give it input and get the video in return. Awful idea imo but I've heard it discussed
[QUOTE=mdeceiver79;50885586]Its the ultimate DRM though. They have servers running and rendering the game and you just give it input and get the video in return. Awful idea imo but I've heard it discussed[/QUOTE] Considering Steam game streaming has noticeable input lag on LAN, I don't want to imagine what it'd be like trying to stream VR when it's so demanding of a ridiculously low latency.
[QUOTE=mdeceiver79;50885586]Its the ultimate DRM though. They have servers running and rendering the game and you just give it input and get the video in return. Awful idea imo but I've heard it discussed[/QUOTE] OnLive was never a smashing success. [quote]"What's the difference between cloud gaming and this home streaming thing," he said he's often asked. I have been and continue to be a skeptic about it, he says; there's nothing special about gaming... it's just a class of a distributed application network. Cloud gaming works until it starts to be successful, he says; then it starts to fall in on itself. Even if we started with cloud gaming, we'd end up with smart devices at the end of the network, he says. "The ability to do local high-speed processing will become more than it is right now. We actually think there's going to be hardware in the future that has more sensitivity to latency than a human does," Newell said. "I think there is a place for cloud gaming, but as a feature ... not a core architecture for delivering games to consumers," he said. "More of a feature for demos and spectating," he said. "In Half-Life 2 we did all this work that they were looking at you properly in a three-dimensional space," Gabe says. "The problem was it totally broke down when we were doing multiplayer games." Gabe's recounting the tale of riot shields being added to Counter-Strike, leading to player count going up, then removing the riot shields... and player numbers still going up.[/quote] [b]"The ability to do local high-speed processing will become more than it is right now. We actually think there's going to be hardware in the future that has more sensitivity to latency than a human does," Newell said."[/b] source: [url]https://live.polygon.com/gabe-newell-keynote-dice-2013/[/url]
[QUOTE=mdeceiver79;50885586]Its the ultimate DRM though. They have servers running and rendering the game and you just give it input and get the video in return. Awful idea imo but I've heard it discussed[/QUOTE] It is an awful idea Not before the user becoming motion sick from the lag. If you have even the slightest discrepancy between input (esp moving your head) and what you see, motion sickness will occur. Distance will invariably increase ping and no amount of bandwidth will help it unless it could fully buffer the game on your computer. In this case, it's simply better to have the game loaded on a SSD. Internet needs to be improved but it is most definitely not a VR solution.
[QUOTE=Mastermind of42;50885661]Distance will invariably increase ping and no amount of bandwidth will help it unless it could fully buffer the game on your computer. In this case, it's simply better to have the game loaded on a SSD.[/QUOTE] Yeah this is why the one quote from the article is so weird. He makes the comparison to blu-ray which doesn't really work because you can buffer as much of a pre-rendered video as you want.
What really boggles my mind is that these giant companies clearly admit that expanding infrastructure supports business and the consumers, and its clearly proven. Yet, ISPs (Atleast American ISPs) continue to cap, throttle and be lazy about expanding/upgrading infrastructure.
[QUOTE=LoneWolf_Recon;50886029]What really boggles my mind is that these giant companies clearly admit that expanding infrastructure supports business and the consumers, and its clearly proven. Yet, ISPs (Atleast American ISPs) continue to cap, throttle and be lazy about expanding/upgrading infrastructure.[/QUOTE] Because upgrading internet infrastructure is expensive. Scamming the unknowing and elderly into paying pure-profit for shitty old technology is cheap--especially when you throw in nice marketing words like "unlimited" when it has no actual bearing on what its being provided. A lot of it is thought by some to be a result of companies with conflicting interests (i.e. Cable TV, Satellite TV/DISH TV providers) purposefully thwarting the advancement of the internet. So hopefully in the next few years when some old people die who have interests in those outdated technologies we'll see some real leaps and strides with the internet. It'd also be nice if governments stopped spending money on ridiculously expensive and already-redundant military/defense technology and doing things like bailing out car companies and banks. Having said all that, even if old people die off the US is still holding an election this year featuring a 68 year old grandma who doesn't know how to use outlook express and a 70 year old failed real-estate mogul with no understanding of technology whilst they will potentially lead a country which plays host to Google, Microsoft, Facebook, Amazon & Valve. As time goes on technology will become a larger and larger part of our everyday lives affecting, driving and improving everything from industry to healthcare and countries that do not improve their infrastructure might be left behind.
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