this post was submitted on 15 Oct 2024
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[–] [email protected] 14 points 1 month ago (3 children)

Are they streaming it to you??

Wait that would actually take FAR LESS DATA

[–] Dhs92 24 points 1 month ago (1 children)

They don't stream a video feed to you, they stream the terrain to you

[–] [email protected] -5 points 1 month ago (4 children)

Why does the terrain take more (much more) bandwidth than a video stream?

And what the heck do you mean they're "streaming the terrain" surely it would be a one and done date transfer, much smaller than a live video packet stream, that amount of bandwidth is insane, you could do multiple 4k streams.

[–] [email protected] 16 points 1 month ago* (last edited 1 month ago)

because 1) the figure in the headline is only the most extreme value they found. 2) the image generated by your GPU is only one perspective of the entire 3D environment. maybe in order to download the area you're also downloading objects that don't need to be displayed on your screen yet. And 3) cloud streaming videos are also heavily compressed.

[–] [email protected] 9 points 1 month ago

The current Microsoft Flight Sim is gigantic. My install folder is upwards of 300 GB and I'm missing a few terrain updates

[–] [email protected] 6 points 1 month ago* (last edited 1 month ago)

It is detailed terrain for an entire planet, and figures are at around 10Mbps for just terrain without buildings.

Assuming you're flying at 800kmh in something like an airbus A380, you're flying 13.3km each minute, uncovering a large part of a new circle/sphere of terrain with a radius of 13km (half of it overlaps with old already-downloaded terrain). That's half of 555km squared of terrain. That's a lot of terrain. If you want that terrain to be fairly accurate, you'll want to see at least meter accuracy near the plane (if you're near the ground you'll want to see one datapoint of terrain per meter or more), with lower levels of detail as you get further away. Add onto that things like the placement of trees, bushes, rocks, and all the texture data of the terrain (probably an index into existing possibly procedural textures), and you've got a lot of data that needs to be transferred.

10Mbps seems pretty fair for all of that.

Also terrain data is updated regularly, and you might not want to keep around old terrain in the first place. There are reasons like players only flying some routes once and never again, and if you save all of mozambique for someone who actually only flies around in the US that's bad too.

EDIT: Buildings of course cost extra. Airports take up a bit of bandwidth each time you take off or land, as they are probably custom modeled. Cities like NY or LA though will have a ton of custom modeled buildings and textures, and those cost a lot of bandwidth.

[–] [email protected] 1 points 1 month ago

Because it is more data I guess ? Also probably has to use lossless compression, if it can be compressed at all. Whereas video compression algorithms are usually pretty damn lossy

[–] [email protected] 18 points 1 month ago (3 children)

I don't get it; what do you think they're doing?

[–] [email protected] 9 points 1 month ago (3 children)

GeForce now streams the entire game to you, it takes a few mb/s, barely more than YouTube.

Microsoft could stream an entire game screen to you for far less bandwidth, so what are they actually sending to your machine?

[–] [email protected] 4 points 1 month ago* (last edited 1 month ago)

Why is that surprising? A compressed video stream is obviously smaller than actual textures and mesh data of the entire planet. You can’t compare the two.

Also NVidia doesn’t produce the stream out of thin air. They are running the game on their own servers then compress the final image and send it to you over the net. While MS sends you the actual game data like meshes and textures and you compute the screen image on your own machine. It’s not the same. What Nvidia is doing is expensive since for every client that connects they need a graphics card, a cpu and a SSD running in a server farm. If MS would do it that way you have to pay a subscription fee to play Flight Simulator. What MS does is just sending files. Since bandwidth is obviously exponentially cheaper than spinning up an instance of the game on a server for every customer they’ve decided to do it this way. So you only have to pay once.

[–] [email protected] 3 points 1 month ago (1 children)

GeForce now does not stream the entire game to you. That's the whole point of GeForce now, it just streams you the final render. Which is just 1 image, though at 60 per second. Which is way less than all the terrain data, textures, meshes, etc in multiple square kms of map data. Ever wonder why modern AAA games are 90+gb big? Thats all the assets that Microsoft streams to you in their flight sim. The actual code is only a few 10's/100's mb. Now imagine an AAA game that covers the whole earth and how much space those assets would take up. Hence why they have to stream it to you to make you even capable of playing this game.

[–] [email protected] 1 points 1 month ago (2 children)

They do not have to stream it. PC hard drives come in the multiples of TB these days.

[–] [email protected] 2 points 1 month ago* (last edited 1 month ago) (1 children)

You have to download it anyway. If you have the space you can probably specify a high cache volume. Then after a while the streaming would slow down. So whether you download it upfront or during gameplay. In the end it's more or less the same amount of data. So the whole data cap point is pretty moot. Unless your storage is low and it keeps clearing the cache. But then you wouldn't be able to play in the other situation at all, or very limited.

And let's be fair, if your ISP has a data cap less that 10s of TB (or at all) they are scamming you big time. Yay for monopolies eh?

Edit: Thinking about it, streaming the data probably would cause a lower data usage as they can apply LOD tricks and culling, etc. Which they wouldn't be able to do when you have to pre-download it.

[–] [email protected] 1 points 1 month ago* (last edited 1 month ago) (1 children)

Unpacking compressed files will always be cheaper in Internet usage. And if they wanted to go this direction they could have just streamed the output for far cheaper usage as well.

They literally picked the highest bandwidth way to do this.

[–] [email protected] 1 points 1 month ago* (last edited 1 month ago)

First of all, the textures probably are already compressed, so compressing them more doesn't do all that much. Secondly, streaming is just downloading, so you can just compress the stream. Sure you might lose a little bit of compression possibility when you don't present it as one big archive. But that probably saves way less than the tricks I mentioned before.

They literally picked the highest bandwidth way to do this.

No they did not, you have to download it either way.... And streaming the render output is not at all the same as rendering locally on your own PC. Neither as an user experience nor as a cost benefit for Microsoft.

[–] [email protected] 2 points 1 month ago

What makes you think it isn't an option? Most people probably aren't using it though, because there is no reason to predownload terabytes of world data when you aren't going to come near 95% of it.

[–] [email protected] 2 points 1 month ago

Like game streaming, vs streaming cloud data, because the data is already based in azure.

[–] [email protected] 5 points 1 month ago

They're streaming in the 3d world detail, but the rendering engine is installed locally.

Playing on xCloud will just stream in the visuals that are rendered remotely, so a lot less bandwidth, but then you have the lag, and need a subscription.