I teach high school orchestra, and one of the difficult things right now in the music community is performing together virtually. Folks recording parts separately and then piecing them together with DAWs is just a nightmare, and as I sit in crucible or gambit lobbies I can't help but think "seems like latency must have been overcome to make these kinds of games work, right?"
If game developers can solve latency in PvP video games, why can't anyone do the same for video conferencing?
I'd love to get in touch with someone from bungie to talk about how they solve latency with a variety of connection qualities in a real-time digital environment, or at least help put me in touch with someone willing to help local artists perform together during this pandemic!
I know it's a shot in the dark, but I have great faith in the bungie community
-Flederhund
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I think the biggest difference between the two is the sheer amount of data being thrown around. A multiplayer game like Destiny will play just fine on at little as a 1Mbps connection. That's 128 kilobytes per second. Even low quality A/V streaming requires vastly more than that. So on a given connection a stream can only react so fast because it's still sending out the last block of data. Additionally, in a gaming environment you can smooth out the data and make predictions to fill in gaps where data may have not arrived. These predictions are fairly easy in a game because there are rules that players are expected to follow. Not so with streaming. On top of that, people are extremely sensitive to these little timing issues. Even when I've tried in home streaming of a game, which is one way over a 1Gbps link, the delay was perceptible in spite of the fact that it was likely only a few milliseconds. Racing games felt sluggish. So, is it possible? Perhaps not with today's technology. There's always hope for tomorrow though.