What!? Why the games don’t just run locally
they’re streaming world data. I shudder to think about the size of the entire dataset.
Are the streamed data stored in a local cache? Surely the bandwidth costs are going up to the sky with the server sending data to every single player.
That seems excessive
I don’t see why it matters though? You’re not gonna be playing the game on your phone with limited data
this isnt a thing on most countries on earth for “landline” internet.
monopolies in capitalism are brutal, and you guys shouldnt be allowing it.
They still a thing? Not sure they’re that common in the UK at least 🤷🏻♂️
Because my ISP charges $50/mo extra for the “privilege” of having unlimited data.
I love where I live, but my biggest miss on moving was leaving my fiber network behind and moving to Cox monopoly territory.
Obviously the flight simulator runs in the cloud.
3d terrain tile streaming takes a crazy amount of data. it essentially downloads hundreds of png files at a time and overlays them over 3d terrain data. Everytime you move an inch or pan the camera, it pulls down new data.
That’s literally how every 3d game works (barring a few procedural games maybe). Now they just stream those texture and meshes as needed and presumably cache them.
Don’t get distracted by this terrible piece of an article. It never states how long this peak was. It could have been just 100ms. So interpolating this to 81gb/h make no sense at all. It’s just pure click bait.
In the end only the total volume downloaded matters (which the article of course doesn’t mention). Why wouldn’t you want to receive that as fast as possible?
it’s not the same. 3d games use polygons and shaders and whatnot. you can optimize things much easier in that space since it’s a lot more computational. 3d tiling is literally a bunch of png files being streamed down.