The encoding system, then, is it that granular? That it's looking at what's going on in the game, and it's saying, "This part of the game, there's this thing, and we're going to encode it this way."
"... we are going to be so transparent, as far as showing this thing."
Yes, yes. In fact, it suddenly evolves. You know, the stuff we're showing ... one of the things I told everyone before we came here, I said, "Look, everyone's going to be super-skeptical; we are going to be so transparent, as far as showing this thing." You know, if the thing crashes, it is in beta. If there are some artifacts in the compression, point it out to the people in the booth. I want them to know that this is where we are, and that's why we're doing a beta this summer until it's finally released. Because, I think people need to understand that it took a long evolution to get here, and this is a waypoint where we feel like we can share it. But there's more work to be done, like certain scenes, you'll see there's contouring with walking, we still need some work on that. And the chips that we have working in the servers that do the compression, we're able to go and download new programming into them to deal with this case, that case, this case. Literally thousands of cases of different scenes, and different transitions are cataloged, and are handled by the silicon. This is an immensely complex, technical problem. One of the biggest issues that you're going to have is latency, and right here on the show floor, you guys are sending this out of data centers in Palo Alto, correct?
Santa Clara, yeah, a little south of there, about 50 miles away. So, within 50 miles. That's 1/20th of this thousand mile radius that you're talking about. How far have you been able to take the service away from that center?
We did a press tour before this and a lot of the press that hit, rose from the different cities we went to. So when we were demoing in New York City we were running off the Virginia servers. I think that was a few hundred miles, alright? But that's just where we had our server centers and what can I say? The cities we went with were on the coast. We've demoed in Las Vegas, we've demoed in Denver, and when we demo in – like we've been in Dallas for example – when we're in Dallas you can just see a little bit of a lag. When we're anywhere in the Midwest, of course we need a Midwest service center and we don't have one yet. But anywhere on the coast we're okay, going east to Denver works fine. You can almost get to Chicago. You just figure it out. It's amazing how real it is, the speed of light thing.
That said, we've also done demos because we had to meet with people, obviously we announced the relationship with Ubisoft and with Eidos which are UK- and France-based. We had to give demos for them there to show them what it is. It's funny, you certainly can feel the lag there. Totally. But a lot of the games are playable; you can keep the car on the road and everything. And you wouldn't want to play them that long with that much lag. And then they're like, "Whoa this is cool!" And then we met with their US people here in the States, and then they tried it in homes within the distance as we said and they could see there was no delay.