Obviously the flight simulator runs in the cloud.
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People downvoting you didn't get the joke.
Oh they got it.
Their head is up their ass, instead of in the clouds.
Nah planes go wooosh over their heads
That seems excessive
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.
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.
At this point you might as well stream the game video, it would be less bandwidth.
This guy just invented Google Stadia (and GeForce Now I think)
Nobody remembers OnLive...
Steve Perlman sure does
I remember OnLive. I was waiting for it to become usable, then...nothing.
What!? Why the games don't just run locally
they're streaming world data. I shudder to think about the size of the entire dataset.
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.
From what I've heard, yes. They're storing data in cache for frequently charted areas
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.
That seems like a wildly inefficient way to render things
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.
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?
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.
Okay so after reading the article, that 150MB/s statement is doing a LOT of heavy lifting.
So first off, that was the fastest they recorded. So they just took that times an hour and said "Whoa if it stayed that sustained for the whole hour it'd be 81GB!!". Bam, clickbait title achieved. Ad revenue pleeeease
Now, for actual data, it looks like in rural areas it's about 10mbps and in cities about 100. I'll just throw it out there, why wpukdnt you want it to stream back as fast as possible?
This is like the same stupid RAM argument. I WANT you to use as much as you can! What is the point of paying for the pipe if you don't use everything you can?! There is no reason they shouldn't push it through faster. It's not more data, it's not a constant stream of 150MB/s like the garbage title claims, it peaks at 150MB/s. So good. I'm paying for gigabit, use the full pipe. When I'm playing a game that is my number one priority, give it to me as fast as you can.