this post was submitted on 15 Oct 2024
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[–] geneva_convenience@lemmy.ml 154 points 6 days ago (1 children)

Obviously the flight simulator runs in the cloud.

[–] sailingbythelee@lemmy.world 31 points 6 days ago (3 children)

People downvoting you didn't get the joke.

[–] leds@feddit.dk 23 points 6 days ago

Nah planes go wooosh over their heads

[–] bitwaba@lemmy.world 4 points 5 days ago

Their head is up their ass, instead of in the clouds.

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[–] Blackmist@feddit.uk 71 points 6 days ago (2 children)

At this point you might as well stream the game video, it would be less bandwidth.

[–] Kusimulkku@lemm.ee 28 points 6 days ago* (last edited 6 days ago) (2 children)

This guy just invented Google Stadia (and GeForce Now I think)

[–] chiliedogg@lemmy.world 8 points 6 days ago (4 children)

Nobody remembers OnLive...

[–] DJDarren@thelemmy.club 5 points 6 days ago

I remember OnLive. I was waiting for it to become usable, then...nothing.

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[–] lud@lemm.ee 8 points 6 days ago (2 children)

It wouldn't be as responsive though.

[–] Maggoty@lemmy.world 22 points 6 days ago (4 children)

Just fly Boeing in game. It's a more authentic experience that way.

[–] mightyfoolish@lemmy.world 5 points 6 days ago (1 children)

If you have small data caps, it may even be cheaper.

[–] Lennny@lemmy.world 11 points 6 days ago (1 children)

Don't have to render doors if they've fallen off

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[–] Blackmist@feddit.uk 7 points 6 days ago (2 children)

It's hardly Counterstrike.

[–] Kit@lemmy.blahaj.zone 7 points 6 days ago

Exactly - People don't seem to realize that cloud gaming responsiveness only really matters in competitive games and shooters. Turn based games or more casual games run perfectly fine with fast Internet.

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[–] caboose2006@lemmy.ca 46 points 6 days ago (2 children)
[–] SirQuackTheDuck@lemmy.world 11 points 5 days ago

It is. If it's 140 mbit/s (or 15 MB/s), Flight Simulator only uses 54 GB per hour. OP is confusing bits and bytes.

It's still a shit load of data.

[–] ChuckEffingNorris@lemmy.ml 7 points 5 days ago

I watched a couple Of live streams showing a graph for bandwidth as they flew. It tended to spike to around 180 MB a second when whole new areas were loading but during flight it was much much lower at around 10 to 15 MB per second.

[–] LeroyJenkins@lemmy.world 36 points 6 days ago (1 children)

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.

[–] zalgotext@sh.itjust.works 13 points 6 days ago (3 children)

That seems like a wildly inefficient way to render things

[–] AlotOfReading@lemmy.world 14 points 6 days ago

MSFS implements optimizations on top of that (progressive detail, compression, etc), but that's how almost all map systems work under the hood. It's actually an efficient way to represent real environments where you don't have the luxury of procedural generation.

[–] Decq@lemmy.world 7 points 6 days ago (1 children)

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?

[–] LeroyJenkins@lemmy.world 5 points 6 days ago (8 children)

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.

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[–] bigredcar@lemmy.world 20 points 6 days ago (12 children)

A lot of isps are rolling out gigabit and even faster internet. Finally having a killer app for it will increase demand for it and shame slower isps to upgrade their old coaxial and copper cables with fiber.

[–] Duamerthrax@lemmy.world 45 points 6 days ago

ISPs are unshamable and a flight sim is a niche application.

[–] yamanii@lemmy.world 11 points 6 days ago

Who cares about shame when you have no competition? In your dreams.

[–] EncryptKeeper@lemmy.world 6 points 6 days ago* (last edited 6 days ago)

I think the thing to note here is that ISPs roll those things out fully aware that hardly anyone who pays for that will actually USE that amount of data. They don’t want a killer app for it, they just want you to think you need that much data, and then never actually use it. In fact there are some places where regardless of your bandwidth, you have a monthly data allotment. This game represents a shift into super high bandwidth usage for the general non-technical population. If everyone and their mom starts actually using all the bandwidth they pay for, can the ISP deal with that? If you don’t have a monthly data limit, do they start to roll those out to you and your area?

[–] Maggoty@lemmy.world 5 points 6 days ago* (last edited 6 days ago) (1 children)

They'll still cap you at 250 Gb a month.

[–] thermal_shock@lemmy.world 5 points 6 days ago

idk, I upload almost 1TB per day. never gotten notices or anything. fios.

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[–] Nexy@lemmy.sdf.org 9 points 6 days ago (1 children)

What!? Why the games don't just run locally

[–] mojofrododojo@lemmy.world 51 points 6 days ago (1 children)

they're streaming world data. I shudder to think about the size of the entire dataset.

[–] orangeboats@lemmy.world 6 points 5 days ago (1 children)

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.

[–] cimmerian@lemmy.world 3 points 5 days ago

From what I've heard, yes. They're storing data in cache for frequently charted areas

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