Sound like es_core technology could be perfect to use in all rendering engines used by first person shooters and other high fps games!
es_core is an new experimental framework for low latency, high fps multiplayer games, and is being developed by Timothree Besset, (a.k.a. TTimo on this and other forums), 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.
Would be very nice to have es_core implemented nativly into OGRE rendering engine, that way it can simply be enabled via a parameter option for those who want to use it. Disabled by default of course since it is really only of use in applications that require very high frame rates and low latency, and where low latency is more important than rendering accuracy, like it is for VR HMD (Virtual Reality Head Mounted Dispalys) such as the Oculus Rift VR headset.
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/e ... games.html for a better general introduction and some background about this project.
Checkout these very involved blog posts by Michael Abrash and John Carmack on the importance of low latency in games made for VR headsets like the Oculus Rift:
http://blogs.valvesoftware.com/abrash/l ... ar-and-vr/
http://www.altdevblogaday.com/2013/02/2 ... trategies/
I first heard about today in this article about es_core on phoronix.com who tried to sum up this new framework like this:
http://www.phoronix.com/scan.php?page=n ... 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