Google Stadia

Why would I trade always available (DVD/Bluray/Downloaded Rip/Insert other media format here) with something not available?

If Netflix is down and I can't watch something, I would be pissed.

Why bring that to games?
Don't get it
 
Why would you?
Agreed.

Don't understand what you are trying to say.

You're saying it won't be successful because people have to rely on servers out of their control right?

What I'm saying is why do people still use services like Netflix, Hulu, etc. if they can just have the physical copy and play it locally? Clearly there is a huge market for streaming multiple types of entertainment like music, tv, movies and games.
 
You're saying it won't be successful because people have to rely on servers out of their control right?

What I'm saying is why do people still use services like Netflix, Hulu, etc. if they can just have the physical copy and play it locally? Clearly there is a huge market for streaming multiple types of entertainment like music, tv, movies and games.

Those services do not have a 5K entrance fee
 
You're saying it won't be successful because people have to rely on servers out of their control right?

What I'm saying is why do people still use services like Netflix, Hulu, etc. if they can just have the physical copy and play it locally? Clearly there is a huge market for streaming multiple types of entertainment like music, tv, movies and games.

If I can log onto a site on my PC right now and give it a 1 month free trial, I would see what it is like.
I am not going to spend thousands on the possible inconvenience first
 
If I can log onto a site on my PC right now and give it a 1 month free trial, I would see what it is like.
I am not going to spend thousands on the possible inconvenience first

Why would you be spending thousands? And I'm also not saying the implementation of this service at this time is worth it (because it's not) but it needs time to mature and when it is then I believe it will be appealing to a lot of people.
 
Why would you be spending thousands? And I'm also not saying the implementation of this service at this time is worth it (because it's not) but it needs time to mature and when it is then I believe it will be appealing to a lot of people.

You need to buy the stadia....................................
 
It's not a console. You play on any supported device, you can play in a browser if you want.

With horrendous results.
Already reported that without using the stadia the input lag is terrible.
Keyboard and mouse apparently performs the worst
 
With horrendous results.
Already reported that without using the stadia the input lag is terrible.
Keyboard and mouse apparently performs the worst

Which is why game streaming as a whole needs to mature, along with the supporting infrastructure. It will never be latency free which is why I started with "this is not for everyone" but for a lot of people they won't notice or care about the increased latency.

Again this is NOT a console or a device of any kind it's an online service, a very poorly implemented service for now, but one nonetheless.
 
Which is why game streaming as a whole needs to mature, along with the supporting infrastructure. It will never be latency free which is why I started with "this is not for everyone" but for a lot of people they won't notice or care about the increased latency.

Again this is NOT a console or a device of any kind it's an online service, a very poorly implemented service for now, but one nonetheless.

Game streaming cannot be compared to video streaming, because video steaming requires no input.
The moment input is required, distance to servers becomes a factor and controls your entire experience.

Imagine playing something like COD with high ping and added input lag
Forget it.

Play a platformer where you keep missing jumps, because input lag.
You die in a RPG, because input lag selected the potion too late.

They cannot eliminate input lag, because the majority will not live around the block from the servers.
 
Can somebody else explain how many people there are out there that would likely not even notice 20ms of extra input lag in a game. I'm tired.

To think there is no market for these services is just naive.
 
Can somebody else explain how many people there are out there that would likely not even notice 20ms of extra input lag in a game. I'm tired.

To think there is no market for these services is just naive.

I think there's a big market for this, I just don't believe it's 'the future'. TBH I'd be quite happy to buy something like a new Tomb Raider game for Stadia on a free tier to play it in 1080p/60fps, if the experience was ok.

20ms my arse.

I'm willing to give them the benefit of the doubt and assume it's teething issues. I mean yeah it's a total shitshow at the moment, but give it some time to stabilise and let's see again.
 
20ms my arse.


I like this part,


Instead, the Stadia Controller uses Wi-Fi to connect directly to the game in the cloud. This bypasses a lot of the potential hurdles that could cause input lag. You may still get visual latency — we haven’t tested Stadia yet. But a direct-connect Wi-Fi controller should go a long way toward making games feel snappy and responsive.

all it is actually doing is to skip it from being processed on the client-side prior to being uploaded, analysed and encrypted in the cloud. That is probably like saving anything between 1-5ms.

People need to understand because there is no client other than a browser or Chromecast or app, all peripheral inputs are processed by Google (/cough, where they will analyse your inputs). The more inputs received the more data they receive to analyse, encrypt and process. Multiplayer games like Destiny 2, with more players per instance, will have noticeable input lag.

As I have mentioned in the other thread, this is likely to be remedied by AI-driven error-correction with assistance mechanics. Netcode optimisations will be uniquely applied to these cloud gaming services as opposed to the traditional server-client communication. To keep all things equal in the cloud there needs to be a balance, so even when Google argued that everything is happening in the cloud there is and will always be travel time.

Send rates are still there, how many packets are sent and how many are sent back? Update/tick rates, at what rate is the upload and at what rate is the download? The less data Google receives, the fewer players, the better your experience will be, it is as simple as that and I am not talking about the visual experience I am talking about the network lag measured against the input rate.

The reality is that the upload rate must be equal to be processed equally unless you want some players to be advantaged over others. As with many online multiplayer games, the player with the worse rates will determine the balance.

The only solution really is to improve connectivity at the client-side and increase the compute at the server-side and to change the net code.

I can't wait to see Battle(non)sense make a video on this.
 
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