Gabe has publicly stated that he does not believe in game streaming services, because he thinks computation is best done at the edge.
Gabe has publicly stated that he does not believe in game streaming services, because he thinks computation is best done at the edge.
The audience for tactical precise shooters, MOBAs, RTSs, etc would deteriorate and with it so would one competitive advantage of PC gaming. Might be tautological, but the games that thrive in the cloud are games designed not to need a PC to be played.
And VR is inherently incompatible with the design goals of cloud computing. The slightest of latencies destroy the illusion in VR. Valve is not going to support a world that doesn't encourage people to own the hardware necessary to run VR.
Although doing over-the-internet streaming is definitely a terrible idea because of how many out-of-your-control factors exist.
Maybe, but I tend to think that it wouldn’t diminish, and that this idea that very many will just “get over” latency is something VPs and PMs have convinced themselves of and not something that would bare out in the data.
The first time I gamed on a 120hz display was life changing in a way, I was never totally satisfied playing any sort of competitive multiplayer game at 60hz again, it’s like wearing hazy scratched glasses when the competition doesn’t. And all it took was playing on a friends PC with a 120hz display for half an hour. I think considering how great the push to >120Hz has been in PC gaming, and that High-hertz are now being adopted in smartphones and tablets I’m not alone in this experience.
My point being here that a large part of why people choose to play competitive, reaction driven games, is precisely because they are competitive and especially because they are very fast paced. So fast paced that 8ms of output latency makes a significant difference to a large segment.
Tactical shooters and MOBAs are still immensely popular despite the fact that most consumers likely experience a fairly high level of latency. People play games like Fortnite because they're fun, not because they're so competitive & fast paced that 8ms of latency makes a difference. Even competitive games nowadays try to soften the direct correlation between player skill and wins using matchmaking and RNG mechanics so everyone gets a reasonably consistent rate of winning. Want to play a really competitive and fast paced game where 8ms probably does matter? Play Quake Live against the 100 or so people that still tolerate that level of competition.
If it were really 8ms of added end-to-end latency compared to local, then it would be a complete non-issue – even in the twitchiest fighting games and shooters, unless you’re a literal pro-level player, as you mentioned. Most people would not be able to tell the difference even if they were specifically looking for it. It would even be tolerable for VR.
Unfortunately, the reality is more like 80-120ms, at least in one benchmark:
https://www.pcgamer.com/geforce-now-beats-stadia-in-our-inpu...
And again, that's not to say that they can't notice the difference or something, it's just not the dealbreaker that it seems to be for some vocal people. I can definitely tell the difference but it's not intolerable for me. I'm definitely happy to trade it for better convenience in many cases just like many are evidently happy to trade it for cheaper hardware.
If you design lag-prediction into the game it isn't so bad. People even used enjoy working the "lag shield" (be erratic, change direction frequently).
It's the dropped packets and consequent stuttering that is really frustrating.
I agree. As a casual gamer, lag/latency has never been a problem on Stadia. Visual glitching and stuttering has. But have you noticed it only happens in certain titles?
Some games seem to suffer from periodic stutters (ahem, PUBG) no matter how good your connection is. While others are always butter smooth and crystal clear. This has lead me to suspect that it’s not entirely a connection issue, but maybe an issue with the ports/hardware at Stadia’s end?