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WHOA: Sometimes GeForce NOW does better esports/competitive than direct game installs (hitreg)

Posted: 22 Feb 2023, 00:35
by Chief Blur Buster
ChildOfLuna wrote:
21 Feb 2023, 18:37
Have you tried to subscribe to geforce now and play from there ? Sure that service has natural input lag but hitreg, desync shouldnt be a problem if our internet is fine.
Interesting concept. The cloud gaming services are generally literally connected to tens-gigabit and hundred-gigabit backbones (even if per-PC is bandwidth capped) that are probably in the same datacentre as the gaming server. The game companies that lets clients run games on GeForce NOW, typically also co-locates game server(s) at every GeForce NOW datacentre. So, LAN party. They don't want the GeForce NOW players to connect to distant servers due to the already-highish (to esports players) latencies of gamestreaming, so making it a LAN party keeps the GeForce NOW disadvantage small. But the unanticipated side effect: It's a defacto remote LAN party. Lack of hitreg, for all gamers connecting through the same datacentre as GeForce NOW.

GeForce NOW = you're just Remote Desktoping into a LAN party!

That'd be literally LAN-quality gaming on the remote end on GeForce NOW. Unified ethernet/optical backplane = defacto LAN quality on the remote end.

Makes total sense that GeForce NOW would have much less "weird hitreg" issues, even if you have much more latency on GeForce NOW. The lag would be awful to an esports player, but the servers would at least feel less wonky.

Depends on if you're more sensitive to the exact-time tapedelay lag effects of perfect-framerate GeForce NOW OR the erratic-latency hitreg (defacto to a jittering invisible hitbox that sometimes jumps fully outside the visible enemy).

You'd need a low-jitter H.264 player (perfect framepacing player), as the H.264 "buffer" is a shock absorber converting variable latency, to a fixed latency by a forced video de-jittering tapedelay. As long as the latency doesn't vary more than this H.264 or H.EVC buffer, it will framepace the video frame timestamps to sub-millisecond accuracy (AND time-relative to a remote LAN party).

So, you just feel consistent "high latency" on the best GeForce NOW players, but lack of hitreg problems;

And the game would have to matchmaker people on the same server (purer defacto "LAN party"). Depending on the game, the game matchmaking algorithm pairs up all the low latency players together if there's a big enough pool (in a specific country) to put them together, to keep the playing field balanced as possible, because players that enjoy will keep coming back; there's a fiscal incentive by game companies to tweak matchmaking to make the game more fun for players to keep membership high; so the matchmaking algorithm will often matchmaker low latency (of similar skill) against low latency (of similar skill) if the pool of logged on players is big enough. Even in the abscence of a GeForce NOW specific optimization. Popular esports games with lots of GeForce NOW logins, would create a sudden decision by the matchmaker algorithm to try and pool at least some of them together. So, defacto LAN party if it matchmakers all or almost all same-datacentre streaming clients to the same-datacentre gaming server (over optical/Ethernet).

Metaphorically, as long as the video decoder in your GeForce NOW player device is framepacing perfectly (or has an adjustable buffer size), you feel consistent perfect fixed-size latency that doesn't feel variable, and the shots that hit / the shots that miss, registers correctly too (aka no hitreg issue). Set the video buffer to catch your latency jitter, and H.264 / H.EVC "dejitters" your playing. And it's a stream from what is essentially a remote LAN party, so you don't have gameserver-based hitreg issue. End result: Perfect tapedelay latency (sometimes craptastic), but ZERO hitreg issue -- the bullet that actually hit is actually a frag.

High natural lag, but no desync/hitreg weirdness due to GeForce NOW being a "defacto LAN party". That's what GeForce NOW really is, because the game server is on the same multigigabit LAN as the client games, in the same data center!

esports players in some troubled-hitreg territories, should seriously re-evaluate the audacity of playing on GeForce NOW -- if enough logins occur concurrently on GeForce NOW at the data centre playing the same game -- then they'll often matchmaker into each other into a defacto LAN party. It is sensible: Trading higher absolute latency for lack of randomized hitreg effects.

I never thought of this before, but you are right!

If you are the only one doing GeForce NOW at the same data centre, then nope, no defacto LAN party. But if 1000 people in the same country play CS:GO to the same data centre, and it also has servers, then it's a datacentre equivalent of a gaming convention of multiple concurrent LAN parties.

TL;DR: There are some bad-hitreg-Internet situations where GeForce NOW produces better esports than direct game installs

Re: WHOA: Sometimes GeForce NOW does better esports/competitive than direct game installs (hitreg)

Posted: 22 Feb 2023, 01:13
by InputLagger
Another solution, rent a server (colocation) from ISP ( with ~ 5- 10 ms max ping), with rtx accelersted encoding gamestream via Pasec like this guy did 1 year ago, his also mentioned geforce now and stadia in his previous videos

https://www.youtube.com/watch?v=f98CpkEnu1w


His solution is much better, because you're will be have your own PC in ideal data center conditions with best network and electricity, but it will be cost you $$$, not cheap at all

Re: WHOA: Sometimes GeForce NOW does better esports/competitive than direct game installs (hitreg)

Posted: 22 Feb 2023, 01:25
by Boop
This is typically why enterprise virtual desktop infrastructure (VDI) farms are in the same data center as the application/database servers. User applications running on the virtual desktop that are not optimized to go over a WAN/Internet connection won't experience any issues (time outs, slowness, etc.) since the virtual desktop is just 1-2 hops away from the application server. Citrix, VMware, and Microsoft then have proprietary protocols that are optimized for high latency connections to deliver a consistent experience to the remote user's browser and/or thin client.

Re: WHOA: Sometimes GeForce NOW does better esports/competitive than direct game installs (hitreg)

Posted: 22 Feb 2023, 13:07
by delve
I just tested the free version for 2 hours, my desync is indeed much much lower compared to running the game on my home pc, but the input lag is nauseating despite having like 15ms latency.

Re: WHOA: Sometimes GeForce NOW does better esports/competitive than direct game installs (hitreg)

Posted: 22 Feb 2023, 15:11
by triplese
Shooters are unplayable, input lag like I am playing on racing wheel instead of mouse