Theoretically the server could speculatively render and transmit a number of different "potential future frames", and the client throws the wrongly predicted frames away.
That's a nice way to burn even more energy and bandwidth though ;)
True, but don't overestimate the importance of "serious gamers" to the industry's bottom line. IIRC, mobile gaming is now making more money than all PC and home systems combined.
VR actually introduces further latency problems. With a TV, your typical PS4 can cover up latency issues with spectacle, as you mentioned. That's a big reason I suspect so many console games feel like a movie today, with tons of cutscenes and quick time events. I've been playing a lot of Bloodborne lately, and while it's an action game, it's still incredibly slow compared to something like Quake.
But with VR, when you move your head you expect the world to feel as if it is real. A TV is artificial, and latency is not an intrusion in the experience. But with VR, latency is felt on a deeper level. Potentially resulting in headaches and nausea.
The funny thing is that John Carmack is riding the state-of-the-art decades later on this front as well: https://www.wired.com/2013/02/john-carmacks-latency-mitigati...
Stadia could sell it as an add-on to players which not only don't want to play their games themselves, but also aren't satisfied by watching other people play through their games on YouTube or Twitch. With this add-on, they can finally watch themselves play through their games, without having to lift a finger to, you know, actually play!
Call it Sonic Mnemonic.
Another issue is that machine learning/AI don't predict rare events, like earth quakes. So even with all the knowledge in the world, it won't predict a rare creative move of a player.
I say some but I do believe a large enough volume of data can improve the performance of this class of input/states.
And those types of game are the ones that are suffering most from input latency.
In a twitch shooter, you mouse over a visible opponent. Would the AI be more likely to pre-emptively pull the trigger for you? Or more likely delay and swing the aim passed the opponent before shooting at air? AKA Is the training set for predictive user actions based on experience of players better or worse at the game than you?
I'm also skeptical about the ability for a model to generate predictions without having too many mispredictions to make it viable.