ObakeTora
נמר רוח הקודש
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I had this english assignment due today. It sounds like a good idea to me what do you think?
Imagine someday where home consoles will only consist of some memory a motherboard and a cpu, sharing data across an intranet that game companies can charge a monthly service for. Games can be distributed like a cable service.
I posted this idea on DCemulation.com but I got limited responses. ANyway what do you guys think?
Recently an organization called SETI (Search for Extra Terrestrial Life) introduced a concept that would allow average PC users to share in the intensive calculations needed to intercept and analyze radio frequencies from space. This concept is also known as computer clustering, whereas two or more computers with varying processing power can be attached to each other to form one large super computer. In the IT field, cluster based computers are used for web servers, network load balancing, and component load balancing, whereas individual resources used to operate a typical computer application (such as Word or Excel) can be divided amongst other computers to ease the workload off of an underpowered computer. My ideal focuses heavily on component load balancing.
The problem with todays peer to peer games is there are too many clients trying to access the same resource. Usually the protocol used to share or transfer information is UDP (user datagram protocol). UDP is designed to allow for large chunks of streaming data to be sent between workstations. These chunks of data are usually broad casted to every workstation in the wan or lan, there is no error correction and most of the times these chunks are lost in transit. Thus we have the infamous lag time, where gamers encounter horrifying problems such as screen freeze, ultimately resulting in the game and time being lost.
My solution is simple, every participant in the game whether it be over a wide or local area network will have the option to set their computer up as a component balancing client. Their entire computer will handle one specific process of the game. For example, the calculations that are used for geometry coordinates can be large and processor intensive, yet these calculations can be separated and divided up and sent to each gamer on the network. The resources needed to display high level graphics can also be shared. I believe this will eliminate server lag time and increase the game's function with more people signing on the game network.
The main problem I see with this concept is the amount of programming knowledge needed to partake such an undertaking. There are many games that are open sourced, meaning that the code use to make the game is freely available for anyone to augment. The time and money involved to reconfigure preexisting games to use my component balancing idea could be costly. The other problem I see is the reluctance for gamers to allow their computer to be configured as a component balancing client. The requirement for a super-cluster gaming environment is that some level of control be surrendered to the main server. Many PC owners are too afraid of hacker intrusions over the Internet, and the level of control taken away from the PC user is high. However through time and consumer product knowledge, home gaming console manufacturers can capitalize on this problem by operating the shared client resources over an intranet.
An intranet is similar in concept to the inter-net except that the two are not attached to each other. An intranet is a privatized connection operating over a connection format separated from the Internet. Over a regulated, private, connection, the threat of hacker intrusions can be minimal to non-existent, and special technologies can be put in place to allow for the effective development of a distributed computing network. Game companies can see a nice profit by charging end users a reasonable fee per month to allow use of this connection.
In contrast to the gamer of yesterday, the gamer of today has become very knowledgeable in current market trends and technology. For many years gamers have demanded a better product, however high priced consoles or computer components have become the main drawback. Game companies can produce and distribute low end consoles that only carry the resources to work with my component idea, thus reducing the price of home consoles exponentially.
Imagine someday where home consoles will only consist of some memory a motherboard and a cpu, sharing data across an intranet that game companies can charge a monthly service for. Games can be distributed like a cable service.
I posted this idea on DCemulation.com but I got limited responses. ANyway what do you guys think?
Distributed Gaming
It's happened to virtually everyone involved in an intensive shared gaming experience. You've fought bravely to your target, your scope zooms into a perfect area on your target's forehead and your ready to take your shot, however to your dismay nothing happens when you press the trigger. Your on-screen character isn't responding to your mouse movements, and you scream in agony because your character has just been killed. While not uncommon, this tragedy is most likely attributed to server lag time. Many clients are requesting packets, however your client's request gets passed up due to excessive information requests. Fear not brave gamers, for I have a solution that will revolutionize everyone's gaming experience, reducing server lag to a thing of the past, and it's name is distributed gaming.Recently an organization called SETI (Search for Extra Terrestrial Life) introduced a concept that would allow average PC users to share in the intensive calculations needed to intercept and analyze radio frequencies from space. This concept is also known as computer clustering, whereas two or more computers with varying processing power can be attached to each other to form one large super computer. In the IT field, cluster based computers are used for web servers, network load balancing, and component load balancing, whereas individual resources used to operate a typical computer application (such as Word or Excel) can be divided amongst other computers to ease the workload off of an underpowered computer. My ideal focuses heavily on component load balancing.
The problem with todays peer to peer games is there are too many clients trying to access the same resource. Usually the protocol used to share or transfer information is UDP (user datagram protocol). UDP is designed to allow for large chunks of streaming data to be sent between workstations. These chunks of data are usually broad casted to every workstation in the wan or lan, there is no error correction and most of the times these chunks are lost in transit. Thus we have the infamous lag time, where gamers encounter horrifying problems such as screen freeze, ultimately resulting in the game and time being lost.
My solution is simple, every participant in the game whether it be over a wide or local area network will have the option to set their computer up as a component balancing client. Their entire computer will handle one specific process of the game. For example, the calculations that are used for geometry coordinates can be large and processor intensive, yet these calculations can be separated and divided up and sent to each gamer on the network. The resources needed to display high level graphics can also be shared. I believe this will eliminate server lag time and increase the game's function with more people signing on the game network.
The main problem I see with this concept is the amount of programming knowledge needed to partake such an undertaking. There are many games that are open sourced, meaning that the code use to make the game is freely available for anyone to augment. The time and money involved to reconfigure preexisting games to use my component balancing idea could be costly. The other problem I see is the reluctance for gamers to allow their computer to be configured as a component balancing client. The requirement for a super-cluster gaming environment is that some level of control be surrendered to the main server. Many PC owners are too afraid of hacker intrusions over the Internet, and the level of control taken away from the PC user is high. However through time and consumer product knowledge, home gaming console manufacturers can capitalize on this problem by operating the shared client resources over an intranet.
An intranet is similar in concept to the inter-net except that the two are not attached to each other. An intranet is a privatized connection operating over a connection format separated from the Internet. Over a regulated, private, connection, the threat of hacker intrusions can be minimal to non-existent, and special technologies can be put in place to allow for the effective development of a distributed computing network. Game companies can see a nice profit by charging end users a reasonable fee per month to allow use of this connection.
In contrast to the gamer of yesterday, the gamer of today has become very knowledgeable in current market trends and technology. For many years gamers have demanded a better product, however high priced consoles or computer components have become the main drawback. Game companies can produce and distribute low end consoles that only carry the resources to work with my component idea, thus reducing the price of home consoles exponentially.