The thing with video is that a frame cannot be compressed beforehand. You need to know what the next frame (at least) is like in order to know what parts of the current frame you can compress. This is one of the reasons why video rendering takes so long, it's hard as shit to optimize.
Comparing Google's console with Netflix is retarded. Netflix can compress their videos and optimize them. But with a video game, you can't know what the players are going to do, so you can't know what the next frame is going to be.
This means that the size of a frame will be fuckhuge. About 3-5 MB per 4K frame and I'm being generous. If you're playing at 60 fps, that's up to 300 MB per second. This is up to 0.6-1 TB per play-hour. It's literally impossible to have a high quality frame at 4K with a size smaller than 3 MB.
Anyone here working on image compression to share their thoughts?
People are stupid and will put up with double digit lag if it means they don't have to pay in full for video games for the short time they're relevant. You ever notice how disposable new games are these days? If they're not multiplayer they're practically ignored and multiplayer is only relevant for 3-4 months until the servers are barren and abandoned.
Gabriel Rogers
Then how does livestream compression work? Or the nvidia service that already exists?
Christopher Sanders
It's called video encoding /v/irgin, not image compression
Hudson Gomez
They are entirely brute forcing this. Didn't you read about it at all?
Sebastian Reed
Livestream compression looks pretty bad. I can't imagine playing a game with the same quality of a football game. And I think I'm not the only one who expects their games to look crisp.
Benjamin Diaz
What do you have to gain by arguing semantics? Besides, anything that reduces the file size of something is compressing it. Until now everyone agrees it’s going to look like a livestream. I don’t think people are going to accept that except the uttermost turbonormies
Aiden King
The point I'm making is that you literally think they're compressing the images without utilizing any context of past frames
That's wrong, and proves you're a dumbass that has no right to be weighing in on this matter. The fact that you don't even know video encoding is a thing that exists disqualifies you from making this thread on Jow Forums. Run on back over to /v/ kiddo.
Isaiah Torres
Live events and streams are buffered. They have a lag that would be very noticeable if you're controlling the game.
Zachary Allen
Nvidia's service? Its encoding, this is nothing new
Oliver Diaz
Why does it all need to be streamed? Send a bare-bones client version of the game and keep the gameplay logic computed on the server.
David Wood
The bandwidth wouldn't be a problem if ISPs weren't one of the most jewish companies in existence.
Hudson Cruz
The gameplay logic is not the resource intensive part of high-end video games.
Jeremiah Williams
Why do games need to be so resource intensive? Graphical fidelity does absolutely nothing to improve gameplay.
Because normalfags need their games to look like real life to pretend they have one.
Cameron Reyes
>The thing with video is that a frame cannot be compressed beforehand. You need to know what the next frame (at least) is like in order to know what parts of the current frame you can compress. I'm not aware of any video format that works like that.
Thomas Reyes
I think it's pretty common for modern video codecs to use both previous and next frames in their compression algorithm