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I tested: localhost (no network packets on copper), within my home network (to router and back), and across a very small WAN distance in the metro-local area (~75mpbs link speed w/ 5-10 ms latency).

The only case that started to suck was the metro-local, and even then it was indistinguishable from the other cases until resolution or framerate were increased to the point of saturating the link.

One technique I did come up with to combat the exact concern raised above regarding encoding time relative to resolution is to subdivide the task into multiple tiles which are independently encoded in parallel across however many cores are available. When using this approach, it is possible to create the illusion that you are updating a full 1080/4k+ scene within the same time frame that a tile (e.g. 256x256) would take to encode+send+decode. This approach is something that I have started to seriously investigate for purposes of building universal 2d business applications, as in these types of use cases you only have to transmit the tiles which are impacted by UI events and at no particular frame rate.



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