Moreover I was able to play a AAA title on my 2011 Macbook Air and that was fantastic.
Moreover I was able to play a AAA title on my 2011 Macbook Air and that was fantastic.
This is actually already done in many AAA titles. The idea is to basically always be showing a prediction of what will have happened in ~70 ms, and update your state model accordingly. Given a datacenter to run the games on and all of the announcements about being able to take a snapshot of the state, this doesn't sound super far-fetched.
On a streamed game, all interactions need a round trip before the user sees any response.
Not to mention that the game will have to be written especially to allow for the simulation to be rolled back and forth. For example a misprediction triggers a sword swing it turns out you didn’t make that traps the player in a state for a second. You end up giving the player a horrible experience where the game seemingly has a mind of its own. Or you can roll back and interpolate from the bad state back to a good one which would be ideal. Then the middle ground is to rollback and have a cut in the action back from misprediction. Then you realise this is happening every second or two.
If you have a 100ms latency to a stadia server, then there's a 200ms latency between pushing forward on the stick and your character moving forward. This is not the case on a networked game, the client would start moving your player immediately (even if there is a 100ms delay to send those updates to the server).
It's a different story on a pc with a decent gaming monitor though.
This is why I'm suggesting you try it. Because to be more blunt, you do not know what you are talking about.
It's hugely dependent on particular network conditions. I wonder if SpaceX Starlink might have an option to optimize for latency?