I like this part,
Google introduced its Stadia game-streaming service today, and that includes a Wi-Fi enabled game controller that connects to games in the cloud.
venturebeat.com
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.