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Mantrox

Member
Oct 27, 2017
2,911
There are still several details about the Stadia platform and it's inner workings that make discussing it's future a bit of guessing game.
Let's focus on a particular segment, online competitive gaming and its nemesis, the inherent latency of the platform. We are not talking about Esports, that's another beast. We are just talking about games that have an online competitive component.

A fighting game example:
Let's take Street Fighter 5.
- Without considering controllers and monitors, the game itself has about 4.5 frames of lag.
- The game's servers do matchmaking but the connections while playing a match are peer to peer (iirc), with whatever added latency that might entail.

Let's imagine a scenario where Capcom develops Street Fighter 6 for the Stadia Platform where the 2 previous points are developed differently:
- The game itself has a target delay of as close to 0 as possible.
- The game's servers do matchmaking, but when you are matched, you and the other player are connected to the same machine inside Stadia, basically playing an offline match, online.

Since the streaming platforms have an average delay of 5 frames, could this be a solution?

A first person shooter example:
Let's take Overwatch:
- Let's say the average player has a communication delay of 25-70ms while talking to the server during play (1.5 - 4.2 frames delay).
- Enthusiast players usually have higher/uncapped (140fps+) frame-rates for the smoothest tracking of targets possible.

In this case, is there even any technological approach to bridge the gap between the experience the players are used to and the constraints of the platform?
Is the console competitive gaming experience, the most Stadia can aspire to provide? If that?

Is competitive gaming as we know it locked outside the platform or is it dependent on a leapfrog advancement in network technology?
 

Eumi

Member
Nov 3, 2017
3,518
Of course not.

I mean, there's going to be a market for people to play online games unless it's really bad, but why would anyone do so competitively?
 

Zonal Hertz

Banned
Jun 13, 2018
1,079
You haven't mentioned the better aspect of cloud gaming for the casual competitive player - no possibility of cheating.

As a "casul competitive" player myself. This won't work. If anything the competitive gamers will be the last people to adopt to the cloud. People want lower resolutions, 144hz, low textures and as little input as possible. Not so the input levels are fair, but so it is as responsive as possible for you.

I can't think of anything worse than playing a competitive shooter on a streamed platform.
 

Zelas

Banned
Oct 25, 2017
6,020
No. They're not even trying to be a perfect solution for all of the relatively fringe options. I wished people would have taken the time to understand that instead of rushing in with their snark.
 

Deleted member 16753

Account closed at user request
Banned
Oct 27, 2017
520
I think you are missing a key point. Input lag (particularly inconsistent input lag!) is a much bigger issue than latency in a server-client or a P2P system where on-screen actions are real-time and inconsistencies can be reconciled via rollback netcode etc.
 

HStallion

Banned
Oct 25, 2017
62,262
To be honest I don't think Google much cares about getting the smaller groups of more hardcore gamers, at least right away. This seems like a much more mainstream casual solution that is more concerned about easy access and what hopefully is high fidelity.
 

SweetVermouth

Banned
Mar 5, 2018
4,272
- The game itself has a target delay of as close to 0 as possible.
That should be the target on fighting games anyway.
The game's servers do matchmaking, but when you are matched, you and the other player are connected to the same machine inside Stadia, basically playing an offline match, online.
How would that solve the distance problem? You are connecting to whatever stadia server but if you are in LA and play someone in New York somebody will have a better connection to the stadia server. Also the game would need a special stadia online mode because you can't just use regular versus mode for everyone needs their own online accounts and using regular online mode would mean 2 stadia servers are playing against each other. A game that used to be peer2peer now becomes a game with 2 additional servers + the latency of video encoding/decoding.
 
OP
OP
Mantrox

Mantrox

Member
Oct 27, 2017
2,911
How would that solve the distance problem? You are connecting to whatever stadia server but if you are in LA and play someone in New York somebody will have a better connection to the stadia server. Also the game would need a special stadia online mode because you can't just use regular versus mode for everyone needs their own online accounts and using regular online mode would mean 2 stadia servers are playing against each other. A game that used to be peer2peer now becomes a game with 2 additional servers + the latency of video encoding/decoding.

The matchmaking server would decide which available server would provide the lowest latency for both and connect the players there.
Both players are talking to the same server when playing.
I'm not talking about regular versus mode. A new online mode would have to be made in order for this to work.
This would not solve the distance problem, it would just mitigate the inherent latency of p2p connections.

It's just a scenario; it could be unfeasible for a number of reasons.
 

Scuffed

Member
Oct 28, 2017
10,899
No. People might use Stadia to demo games or fuck around in games they don't care about but anything they want to invest a lot of time in or compete in they will want to own and play in it's best state.
 

Fafalada

Member
Oct 27, 2017
3,067
You are connecting to whatever stadia server but if you are in LA and play someone in New York somebody will have a better connection to the stadia server.
Assuming latency doesn't fluctuate a lot - the server can normalize it to the lowest common denominator putting both on even playing field (basically handicapping whoever has better connection).

Also the game would need a special stadia online mode
This goes without saying for most games on Stadia at this point. Online ones more so(you'll pretty much have to write multiple versions of the game if they ship on Stadia and outside) - but there's clear indications that optimizing for the platform involves a lot more than just running an ISO on a server somewhere.