I could see games being able to signal "there is no input during this cutscene, so it can be buffered at the client." But for everything besides cutscenes, game streaming essentially has to work like a VoIP call (hard-realtime), doesn't it?
I could see games being able to signal "there is no input during this cutscene, so it can be buffered at the client." But for everything besides cutscenes, game streaming essentially has to work like a VoIP call (hard-realtime), doesn't it?
It happens occasionally when I drive (bad LTE zones). On bad days (ie, if I'm tethering at hotel to join a conf or using airport wifi), I sometimes hear "robot voice" as the tool attempts to deal with signal attenuation.
This may not work as well in video games, but I would like the option.
I imagine most music, and some during-gameplay dialogue, could be buffered at the client. I'd expect sound effects to be the only audio that needs to be super low latency. Maybe certain dialogue too, if the speaker is visible on screen.
This alone might alleviate a lot of the GP's problems, since most audio wouldn't cut out. That can make a huge perceptual difference.
They may already be doing something similar (halt rendering on congestion) but when this kind of lag happened to me it felt like the rendering had continued without pause on their end.