Thin clients for remote gaming?
On the train again, and again 3G connection to feed my Web addiction ( all together, all hail to 3G... come on!!)
Anyway, I found the following post on Ars Technica:
AMD's next-gen GPU powers Crysis on an iPhone
Besides all the considerations about the power of nowadays' GPU, what hit me was the following passage:
...the game (Crysis) is rendered like normal on the server machine, where frames from it are grabbed by the OTOY server-side software. Next, these frames are compressed and sent out over the network to the client, which decompresses them using a very small chunk of code (about 780K, hence the iPhone demo) and displays them in a window. User input is sent back to the server over UDP because it's tolerant of packet loss, so you don't add to latency by resending dropped packets...