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传说中的战网2.0 超强功能及星际2封测CDKEY

2009-2-9D3CN佚名

    An in-game broadcast could have a lot of potential: Two (or more) players engage in their match, which is hooked up to the broadcasting server which registers all their commands and in turn sends this out to anyone who want to watch without affecting the players themselves. The data sent would not cause lag to the actual players, and the spectators would get to see the match live in their game. The user interface could either use the game's engine straight off, or a slimmer version which provides a bigger screen and hiding the UI. In this manner, a huge number of players could watch a single match for less bandwidth than a video broadcast would require, which would be good both for the server and players with slow internet connections. All graphics calculations would be done on the PC and the owner's game client itself.

    To avoid cheating by informing a player of opponent's moves, a delay could be set for a few seconds. This system could also be made to broadcast replays, or just delay the broadcast by a few hours to fit schedules, while none except the very few people involved would know the outcome. As a player, you could also activate one out of several commentators for a match, with different sound channels for different personalities or languages. If you choose to follow the commentator's screen, you could also see the commentator drawn notes or text directly on your screen just like with regular sports on TV.

    With smart video capturing software on the broadcasting server we could follow commentators' screens on the Battle.net website. Seeing how Blizzard managed to webcast WWI 2008 to millions of spectators, a few thousand D3/SC2 matches should be a picnic. On the technology side, Blizzard are fans of the bit torrent technology which they use for patching and big downloads, and could probably utilise this technology for the masses to minimize the server power and bandwidth even further.

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本文来源:D3CN 作者:佚名

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