Forum Discussion
Harley
13 years agoHonored Guest
TTimo es_core low latency framework for high fps games
Anyone looking into to making es_core work with any game engines for the Oculus Rift?
es_core is an experimental cross-platform framework for low latency, high fps multiplayer games, and is being developed by Timothée Besset (a.k.a. TTimo), a game software programmer formerly of id Software.
As I understand it, right now es_core should already be possible to get it to work with any game engine that can use the OGRE rendering engine, (like for example many SDL based games does), but as es_core is open sourced and "AS IS" licensed this framework could be ported to the rendering engine for any game engines, as all the code is royalty-free / public domain under that "AS IS" license. Or you could choose to just copy the concept idea for this to your own rendering engine as the method is not under any software patent.
C++ source code to built it available for Windows, Linux, and Mac OS X on GitHub as open source here:
https://github.com/TTimo/es_core
Please read http://ttimo.typepad.com/blog/2013/05/es_core-an-experimental-framework-for-low-latency-high-fps-multiplayer-games.html for a better general introduction and some background about this project.
I first heard about today in this article on phoronix.com who tried to sum up this new framework like this:
http://www.phoronix.com/scan.php?page=news_item&px=MTM3MDU
Sound like it could be perfect to use by game engines for the Oculus Rift!
es_core is an experimental cross-platform framework for low latency, high fps multiplayer games, and is being developed by Timothée Besset (a.k.a. TTimo), a game software programmer formerly of id Software.
As I understand it, right now es_core should already be possible to get it to work with any game engine that can use the OGRE rendering engine, (like for example many SDL based games does), but as es_core is open sourced and "AS IS" licensed this framework could be ported to the rendering engine for any game engines, as all the code is royalty-free / public domain under that "AS IS" license. Or you could choose to just copy the concept idea for this to your own rendering engine as the method is not under any software patent.
C++ source code to built it available for Windows, Linux, and Mac OS X on GitHub as open source here:
https://github.com/TTimo/es_core
Please read http://ttimo.typepad.com/blog/2013/05/es_core-an-experimental-framework-for-low-latency-high-fps-multiplayer-games.html for a better general introduction and some background about this project.
I first heard about today in this article on phoronix.com who tried to sum up this new framework like this:
http://www.phoronix.com/scan.php?page=news_item&px=MTM3MDU
TTimo Announces Experimental Framework For New Games
Posted by Michael Larabel on May 12, 2013
Timothree Besset, perhaps better known amongst Linux gamers as "TTimo" and the former main "Linux guy" at id Software, has announced es_core. The purpose of es_core is to provide an experimental framework for low-latency, high-FPS multi-player games.
Besset described in a blog post. Here's the key of what es_core is all about:
This got me thinking about how I would approach this, and what my ideal engine framework would look like. We are talking PC-centric, mouse and keyboard gaming here. High end GPU, multicore CPU, 120 Hz display and low latency, high precision input.
Renderer eye candy should never get in the way of a smooth game simulation. A sudden dip in renderer fps should never mean that you are going to miss that jump, or that your mouse handling is going to turn you around in a slightly different way than usual.
The technology foundation for a project like this is extremely important. Unity and UDK are amazing engines, but they are general purpose in nature, and they made compromises to that end which make them ill-suited.
So I decided to put some code together to explore the subject. There's just enough stuff now that I feel it's worth putting it out to get some feedback. I've named this es_core, you can find the project on github.
With this experimental framework, Ogre is being used as the renderer, SDL2 is supported, and input is sampled in its own dedicated thread. All threaded communication is being done by message passing built on ZeroMQ.
You can check out the early code on GitHub with support for Windows, Linux, and OS X
Sound like it could be perfect to use by game engines for the Oculus Rift!
2 Replies
- HarleyHonored GuestBy the way, checkout these involved blog posts by John Carmack and Michael Abrash on latency problems in VR:
http://www.altdevblogaday.com/2013/02/22/latency-mitigation-strategies/
http://blogs.valvesoftware.com/abrash/latency-the-sine-qua-non-of-ar-and-vr/ - geekmasterProtege
"Harley" wrote:
In case anybody tries to google "Timothree Besset", be sure to remove that extraneous 'r' (i.e. "Timothee Besset"). Yes, I googled it, where it misspelled at this thread, and other websites that copied the original mistake. I see that WikiPedia spells his name with a french "accent aigu" mark: "Timothée Besset". :o
Anyone looking into to making es_core work with any game engines for the Oculus Rift?
es_core is an experimental framework for low latency, high fps multiplayer games, and is being developed by ee Besset (a.k.a. TTimo), formerly of id Software. ...
es_core is very interesting, indeed."Harley" wrote:
By the way, checkout these involved blog posts by John Carmack and Michael Abrash on latency problems in VR:
http://www.altdevblogaday.com/2013/02/22/latency-mitigation-strategies/
http://blogs.valvesoftware.com/abrash/latency-the-sine-qua-non-of-ar-and-vr/
Did anybody notice that John Carmack's blog (and the whole altdevblogaday website) is puking out binary garbage now? Here is a sample:
http://www.altdevblogaday.com/2013/02/22/latency-mitigation-strategies/‹Ý}{sÛȵçßqU¾Ù1í+>$Ê{lKS²å‡²ž±¯$÷n*5’M`Ѐ$N’|‡ýk«v«òYîGÉ'Ùóìn€”¬™ñLr£<,‘@£ûôyüΣnEÑ(zò»Ã7ÏNÿãíóhQ-Óèí»§¯žEþpø~÷ÙpxxzýW§_¿ŽvÛÑig6©’<‹Óáðù7¨³¨ªâÑpxqq1¸Øäå|xz<¼Ä±vðfùµ_w¦Õ´³ë =ðr™fvoÃ0;_~ù%ß݉Ò8›ïuLÖwB7šxºO“_š*ŽðÞ¾ù¾NÎ÷:Ïò¬2YÕ?]¦Mø¯½Ne.«!Žõ8š,âÒšjïÝé‹þÃN4Êâ¥ÙëÌMfʸÊËàþ÷y9}[k
...
£0Tç*ôŠâGpÖolõÝ<¿ó§óG]ø®Ûûð¨»óhgð ÛCò<êŽîÝF¿èö‹ÀßèTtÿêû7¨°Eñw“%Ú%Ýÿ”&Ù6B83åwøîØ;:Jnïî>ýõÄ41~ÙÝkë9(´ÓuçbºÑÝÆ·wô™8úbß߸µ·ÜÕ ŽèÍ<Ì_À¿üQ¶9›úRW¢ÞO`n_ìOp¤6â“_xlÒt ÖÜ'ôeÀò¢_ hˆú>¼ÅŒ&Ü ,Æñ¯Y_~wðåýRú?Dw<£7,µo¯Àþ÷OjÚÝ~t7'H>ïEó’¿ûÿЖ*3/Å
I wanted to look something up while reading the TTimo blog. At least the Google cache is working:
http://webcache.googleusercontent.com/search?q=cache:hmKhc-JlV5YJ:www.altdevblogaday.com/2013/02/22/latency-mitigation-strategies/
Quick Links
- Horizon Developer Support
- Quest User Forums
- Troubleshooting Forum for problems with a game or app
- Quest Support for problems with your device
Other Meta Support
Related Content
- 12 years ago
- 2 years ago
- 13 years ago
- 2 years ago