Resident Evil Village in the browser through Stadia
play.cid.capcom.com
play.cid.capcom.com
So pirating streamed games is both significanttly harder, and requires breaking more laws.
This is not what I intended to mean ( although clearly I left too much to interpretation ). What I thought I was saying was 'Even if there is a perfect digital lock, there is always the human component.'
edit: laws part; i misread the comment
while cracking is an option, legitimately purchased games on steam don't need to be cracked, offline mode is designed to work indefinitely - https://steamcommunity.com/discussions/forum/1/8649699535721...
Often the loudest fear mongering occurs by the hoarders (digital or otherwise) who think they are amassing some grand asset pile.
I buy a game, play a game, and then often never play it again ever. I'm not scared about the prospect of losing access to it years down the road.
Just because you don't care about preserving our culture does not make those that do hoarders or fear mongerers.
Also anyone old enough remebers the days of having single servers on the university campus or at work, and everyone had thin terminals that connected to them.
The PC revolution is gone and the Cloud is the revenge of timesharing.
Most people pay a lot of money for expensive components (games console or gaming PC) that they get limited utility from because they have other interests besides playing video games all the time - why not switch the model to be using those resources (that cost a lot of money) closer to 100% of the time if it saves money and hassle for everyone involved.
I don't see how fragmentation alters the cost-benefit of only paying for the timeshare of compute resources actually played. Cost saving would be assumed to actually increase due to fragmentation in the space.
For example, if I want to play AAA games on my own hardware my options are (basically):
1). Gaming PC
2). Xbox Series
3). Playstation 5
With streaming the options I can think of (OTTOMH):
1). Google Stadia
2). Microsoft xCloud
3). PlayStation Now
4). Amazon Luna
5). GeForce Now
6). Smaller gaming-pc-in-the-cloud providers (e.g. Shadow)
7). Rent a remote machine and set up Steam/Origin/Epic
8). Whatever Apple gaming-in-the-cloud me-too comes along in the future
I'm not sure it's a market that's struggling for competition.
AWS is making a killing on selling GPU time to startups that should put in the effort of getting their own on-prem compute. The market inefficiency here is that AWS knows that startups don't want to get distracted by system administration and they're squeezing it like hell.
The way they've done this was almost comically silly at first: letting every one of our scores of data scientists provision 32 or 64 node clusters all day, every day, without (initially) any thought or guidance given as to how to control costs. At some point they decided this was too expensive and switched cloud providers, even though the cloud provider wasn't the problem.
Now I have people breathing down my neck every time I need a decent amount of compute for something ... it pains me to think of what kind of on-prem setup they could have stood up for the tens of millions (or more?) they've spent moving to "the cloud".
What companies want however is recurring income. Games like the RE series get remade so that they earn money off of previous investments again. Movies are remade, leading to things like the Lion King CGI film selling more than the original cartoon (somehow). And everything is moving to subscriptions and other forms of recurring income.
Another one to remember is that software products like MS Windows and Office and Adobe's products HAD to basically add features or redesign themselves every year, because why else would people buy new versions of the software? I think those companies started to see that, people stopped buying newer versions of their software because the previous versions worked just fine. Microsoft saw that with e.g. Windows XP and Office 97, so many people didn't see the added value - or feared the changes - in the newer versions.
Adobe is a subscription model. Microsoft gave out their OS for free (effectively) or OEM only, in favor of pushing the office365 subscription model. I'm sure the break even point - where the O365 subscription income overtakes that of loose sales of licenses - is somewhere like 2-3 years, especially since there's no retailers in between that take their cut anymore.
And finally, why pay $600 for a new console + game + a subscription for the online services if you can also pay a $15 or whatever a month subscription fee? From a consumer's point of view, the break even point is years, and given there are newer versions of consoles every 5-10 years as well, it does start to make more sense, especially if you don't play games that often.
(disclaimer: I dislike subscriptions and prefer to own games + consoles, just saying I get where they're coming from).
[0] https://en.wikipedia.org/wiki/Resident_Evil_Village#Sales
I'm not sure how to parse that. The people buying those used games _are_ paying for them; they're just not paying the original publisher. Just like they wouldn't for a used book, or cd, or whatever.
(Of course in practice platform owners are assholes and gamers are dumbasses so it's not even close to efficient.)
Relatedly reselling steam games or windows licenses have quite a few news stories to them.
Seems a bit disingenuous. The RE2 remake was fantastic and significantly different from the original in terms of gameplay. Remaking a game seems very different from remaking a movie. I've got high hopes for RE4's upcoming remake. I can't imagine being excited for a remade movie barring some reason to think it will differ. The lion king is the weirdest remake of them all, being mostly shot for shot but with weird CGI.
After hearing it announced I just kinda rolled my eyes since it's not all that old (maybe because playing it feels like yesterday) and a remake of an existing title. But then, to your point, remembered the re2 remake and thought, "eh they'll probably make re4 worthwhile/even better".
Originally released for the gamecube and then ported to:
PS2, PC, Wii, PS3, Xbox 360, Mobile, PC again, PS4, Xbox One, Switch, VR
You can't blame them for trying. Especially in Google's case, when they have more servers than they know what to do with. Why not offer customers something new? Freedom from expensive hardware purchases, and interesting capabilities like playing on a phone or in a browser.
That said, it's not a deal that interests me. Especially in Stadia's case when they were trying to make you pay full retail price for a game (are they still doing that?), creating an ever-present threat of losing everything when the service shuts down.
But also we need to accept that this is also happening because software startups (SaaS or otherwise) are functioning more and more like predators than value providers these days.
At this point, it's not just the aggressive subscription/upselling models, but the various dark patterns in their design, the abusive immediate various newsletter subscriptions, the constant emailing, the popups, the little help widget thing at the bottom right corner of every startup that's there to supposedly help you, the hostile data collection, and many many other insulting and abusive patterns that's more or less a standard now.
And yes, FAANGs do this, but people are comfortable with the abuser they know and already are prey to than the one they don't.
There's nothing wrong with "the cloud", it's all the same tech behind the scenes whether you own it and run it or not, but it's the mercilessly hostile, incredibly ruthless and vicious attitude that these startups display that makes people not want to pay for them.
No, this is what happens when lazy developers prioritize their own convenience over what's best for everyone.
They want to write JS once and have it run everywhere, so we end up with abominations like wasm and node.
People are perfectly willing to pay for games, just look at Steam.
Multiple languages including rust already compile directly to wasm. This would be your own best pro-wasm argument if you're such a js hater.
In a perfect world, I guess ideally publishers would make (at least) a single instance of the server-side game platform available open source, or freely available. Even if the game itself isn't. That way there's at least some way for the game to live on regardless of the lifespan of commercial hosting--even if 99.9% of customers won't want to buy hardware or jump through the hoops to ever deploy it. I don't know how we'd align incentives for that, though.
I guess to me there's too much value in having games of this quality as accessible as this demo is, and the forward-looking factors (internet speed, thin client video stream rendering, cloud GPU processing) all point to it becoming more feasible in the future.
If this trend catches on eventually this might throw a wrench into Apple's plans to get companies to develop against their proprietary graphics standard. Why buy two new Metal-optimised games that'll only work on your Mac when you can play every game on Steam/Epic/whatever through Shadow.tech?
There's a hefty monthly fee but the separation of the game stores+cloud saves and the servers you run your games on allows you to cancel your server subscription and keep all your games ready to play within minutes, or to switch to real hardware down the line. It's an excellent value proposition that often gets ridiculed because of how new the model is.
The ban risk is always there but that's no different from Steam or any other games store. Very few people have all their games on a disk drive and ever fewer also regularly download updates. The hundreds or even thousands of terabytes you need to backup a moderately sized game library these days don't come cheap.
In reality, all you really need to backup for single player games are your save games because if you get banned, you can just download a cracked copy of the games you like.
Only way to play state of the art graphics-focused games at the limit of what personal computers can do, sure. But not the only way to play games period.
Laptops and even phones these days are quite powerful and can achieve a lot. Due to diminisshing returns with even more powerful hardware, the gap in graphical fidelity between what a top end PC can run and what a cheap laptop can run will only get smaller.
There are titles that will run on pretty much anything with a moderately powerful GPU (league of legends, rocket league) but you'll have a hard time running Cyberpunk on integrated GPUs, no matter how much you crank the settings down. On my laptop I've tried running Skyrim (the latest rerelease) on my 10th gen Intel integrated GPU and the results were choppy and nearly unplayable.
It all depends on the games you want to play and how well they've been designed to operate in restricted performance environments. For sure a laptop made five years from now will run current high-end titles at decent frame rates if you set them up right, but that doesn't solve the problems of wanting to play a game now, or wanting more than the minimum graphical spectacle at playable frame rates.
A $500 Chromebook won't play most games even if it could run Windows, and that's the performance level many people are at. Developers like their shiny, fast, expensive machines and PC gaming enthusiasts love their 3080s and 6900XTs but your average person doesn't have any of that.
Both AMD and Nvidia are still finding ways to squeeze more performance out of their chips and even Intel is joining in with competent dedicated GPUs from what the leaked specs seem to indicate.
Yeah, a $500 chromebook won't, but a $500 gaming laptop will. Gaming laptops are far cheaper and more capable than people expect. They just aren't super thin, are heavier, and they tend to need a beefy power supply. My laptop is like 4 years old or so, has a 2080RTX, and cost I think $800 at the time. It's been able to run everything I've thrown at it at max settings, save VR.
Including RE Village
I can't find any new laptops with dedicated graphics for $500. You can find laptops with an AMD 5500U for that price, but I doubt you'll be playing RE Village on that.
$749 for an RTX3050. probably fine for pretty much everything but vr
The extra $250 spend on a laptop puts it at 1.5x the price of a decent 500 dollar Chromebook. That's over two years worth of Stadia subscription at the current price.
I have seen a laptop with a 3060 for $800, but it's rare. A laptop that can actually play AAA games at decent frame rates will run you $1k or more.
Mac users generally don't tend to game on Mac. This also means there are fewer experts on writing game engines for metal than there are for alternative platforms. I don't see why that would change any time soon, and that's why I don't think programming for Metal will be worth the extra effort and cost.
I definitely believe that this can be done. It all boils down to drawing triangles real quick and Metal is just a new way of specifying how to make those triangles appear. I just think it's economically unfeasible to invest much time into Mac gaming.
I think it's much easier and probably cheaper to just throw the game on Stadia/GeForce Now to reach Mac/ChromeOS/Android gamers. All they need is a browser and a decent internet connection.
All relevant AAA tooling already do Metal for a while now.
As of Metal 3, Khronos APIs are now the only ones left without any kind of support for mesh shaders or optimized API for texture IO.
No worries, they will probably get a few more extensions to load per GPU vendor, making it no different than having a proper plugin infrastructure in place.
I don't really see that changing in the very near future, which makes me think that the jump to cloud gaming won't be as quick as some companies want it to be. Whether this changes the calculus WRT making native macOS games I guess I can't say, but even without cloud gaming picking up the porting slack I don't expect to see much happening here unless Apple decides to throw a bunch of money around to make it so.
It basically eliminates piracy and unsanctioned modding altogether - I'm expecting to see timed Stadia/GeForce Now/whatever exclusives in the next 5 years. Google was just too early again and went all in when the market wasn't ready yet, they should have slowly ramped this up.
I wonder how long it is until Valve offers a similar service, but you can use your current game catalog. It would be the perfect accompaniment to a higher screen resolution Steamdeck.
This future is already here and you sold it via the 90 year IP protection laws and defense of DRM systems. For your safety you see?
There's the solution.
I haven't bought software or games in years.
Laws for consumer protection seem a better time tested way of aligning consumer and companies goals.
There are other challenges (maybe they work with companies that require them to use Office 365), but they could limit their contact with SaaS or DRM in their personal lives. They won't -- they frankly have no particularly good reason to from their perspective -- but they could.
> will often require compromises.
That is true for everything and hence an incredibly boring argument.
Young people are broke where I live, they either pirate or just outright not have game consoles (most do not have consoles).,
They're managing just fine, they play stuff on their phones or hang out and talk and eat some ice cream, or have parties/get togethers.
Am I scared? No.
And let's see if games are becoming only available through the cloud. Perhaps than it feels as good as steam etc.
Perhaps you will be the old dude complaining that there is no bank around anymore ;)
EVE Online recently got a streaming version, and with how weird that game handles latency and command queueing it's a genuinely good option to ensure more fair play. It used to be that alliances specifically put members close to the datacenter in London is particular roles because they were more likely to lock in a single command frame. (This is not a reaction time issue, it's an "when within the 1s frames does your command arrive" issue.)
For games from Riot, I'd much prefer a streaming client. Better than installing their kernel mode anticheat.
I want to play certain VR games that I can't without a powerful PC. I don't have the physical space for a PC and it seems such a waste to buy such a PC for a few tens of hours played. I don't have any such service in my town (lag is really important in VR), but it would be perfect for me.
Stadia was great for me because I wanted to play RDR2 but didn’t want to buy a TV or console.
IMHO that's the right model. I have a dirty cheap laptop I change every 2 years, it's good enough for running a VM but the GPU is crappy. So I play the games I bought on Epic games store in my browser.
I hate that there's no way to buy boxed editions. I'm using Linux and the only games I can still play (or run within wine) on my not-gamer hardware are the games I bought before steam existed.
Nowadays every publisher tries to push their own shitty platform, and they regularly don't work, are shut down or sold to someone else...including the "allowance" to play games.
On these platforms, you don't own a copy of a game. You own a license to download it, temporarily. And that's what I hate about DRM. It made everything worse. Nowadays if a company is broke I can't play their games anymore. But I can still play the old Westwood Studio games because I have a physical copy.
!
First of all, I don't think we'll ever a get a datacenter full of GPUs 10ms away from every person.
And even then, you will always have the hardcore gamers who will not tolerate the latency. Especially as monitors and hardware get better, those 10ms of network latency will be more noticeable.
You might say that hardcore gamers are too few and will be just ignored. But the "PC Master Race" segment seems to be growing each year.
PC Gaming is a big initial investment for some people so making it more accesible will maybe also attract some of the mobile market who want to play AAA titles but dont want a console or a PC.
That being said I dont think we'll be saying goodbye to the desktop gaming PC anytime soon.
But anyway it's probably minimal the amount of PC gamers that migrated to mobile gaming. And cloud gaming will probably be similar. In fact I think it's doing pretty poorly already in terms of adoption.
Remember I'm not arguing that cloud gaming will never become popular. I'm arguing that we shouldn't worry about gaming becoming cloud only.
... With whales subsiding the industry due to gambling addiction?
I for one expected mobile gaming to revitalize story-driven, turn-based traditional RPGs like 2d Final Fantasy, Chrono Trigger, Earthbound, etc...
Boy was I wrong :|
Stadia is just one service out of many, like Xbox, Playstation, GeForce, Luna, etc. Some of those operate off your existing libraries (Steam, Epic, etc.), others tie into publisher subscriptions (Uplay, EA).
Most games really aren't archival quality anyway. You play them for a few weeks/months and then forget about it, and maybe come back to it years later when it's either 10% of its original launch price or abandonware that can be easily pirated anyway. And for the games you really really want to keep forever, there's still GOG.com. But really, Steam does a much better job at keeping my games safe than I ever have.
When you think about it, the Web itself is similarly ephemeral. Most services are just subscriptions we use, dependent on the company that provides them. But they are still tremendously useful. Or Netflix, for that matter.
These online gaming services offer convenience and usability, which are way more important to most people than whether their purchases/rentals will still be there 20 years from now. It's just entertainment.
It's like the magazines with demo CDs times all over again, where I actually tried games instead of experiencing them through the eyes of a influencer.
Pretty cool possibilities.
SORRY. CAN'T DELIVER.
Which area can I play in?
You can access this streaming demo from the United States, Canada, the United Kingdom, France, Italy, Germany, Austria, Spain, Sweden, Switzerland, Denmark, Norway, Finland, Belgium, Ireland, Netherlands, Poland, Portugal, Czech Republic, Slovakia, Romania, and Hungary.So better not get bad press and directly deny access.
You really need servers to be close by for game streaming to work.
Also, there is something intrinsically hilarious about the denials of end-user service statements of "sorry, your IP address is in the blacklist; please consider changing your Internet provider and/or country of residence" kind.
Granted, I still hate the idea of not owning anything anymore, but technically this is very impressive. Kinda like a really well executed prank by a school bully.
People with a console/PC are going to just buy it outright. I could see it used by someone who travels a lot, but hotels aren't going to like the massive bandwidth hit, nor will mobile carriers. The most obvious candidate is people who cannot afford a console or PC, but having just played through this demo, the graphics look like last-gen consoles anyway. I'm sure there is a use-case for this somewhere, but I can't think of it.
Disclaimer: I work on Stadia.
I'm also totally ok with the ephemeral nature because I'm just looking for a few hours of fun.
Really don't know if this niche is enough for keeping the lights on. I hope so but at the end, at least for Stadia, it's Google, so people should enjoy it while it lasts.
Also, starting/stopping the subscription to play a few games every now and then seems to be counter to Stadia's business model, so that type of customer is probably not who they're targeting.
But that's totally optional, so you can just buy a title and play it whenever you want, without any running subscription.
Besides, even if a subscription was needed to play, maybe I'd still feel that as a better option than buying a physical console that is mostly gathering dust, also considering it will be obsolete within a few years.
But - again - this is from a very casual gamer POV. Once someone spends more time playing, and/or any fetishistic/collectible desire kicks in, then buying your own hardware makes much more sense.
I think if you can get the latency situation more under control, then I see an opportunity for extremely high-end competitive gaming experiences to unfold. When your gameplay is streamed to you as x264, it becomes far more impractical to cheat at the game. If you never played a competitive shooter, the psychology of this may seem alien to you. There is a substantial impact on the amount of fun many players experience in high-stakes gaming situations when there is even the remotest sense that someone isn't playing by the rules.
This is basically never going to happen. Really competitive gamers complain about the most minimal lags in response time that are to most eyes completely imperceptible, will crank down settings to get there, and pay for high-end equipment where necessary. On the other hand, streaming over my local network from my gaming PC to my phone introduces lag that's noticeable to me, very much a non-competitive gamer.
There's a hard limit to how much the lag can be reduced here. Unless it can be essentially eliminated through some kind of AI magic competitive gamers will care.
>people who cannot afford a console or PC
used hardware tends to run incredibly cheap and i doubt someone who can't scratch up 150-300 dollars over the course of a few months has access to reliable high speed internet. the best use case i have found so far for game streaming is fishing in ff xiv while cooking dinner.
With my PC copy, i'm playing in around 15 seconds.
> The game had to close Sorry about that. Reopen the game to keep playing
(in reality it never opened)
Out of curiosity, I opened up Steam and downloaded the game to see how long it would take. I started the download at 12:36PM and it completed at 12:43PM, so it took ~7 minutes, with Steam reporting peak speeds of 83.2MB/s download (fast.com reported 960mbps before I started the download). I think the download might have even been limited by my hard drive since my Steam library is on a regular old HDD rather than an SSD.
The camera felt sluggish, but tbf that's probably from the game itself. I own this game on Steam, but haven't played it in a while so I don't remember exactly how it feels.
For a high fidelity cinematic AAA game like this, the latency isn't a big deal, but the low quality visuals are hard to accept. The "load" time was also worse than launching my local copy. Sure, I didn't have to download it, but considering you need a pretty fast internet connection to use Stadia at all, you probably shouldn't have a hard time downloading the game anyways.
It's bad enough having to accept this from streaming services... Now video games as well? It's like we're going backwards.
This is unequivocally moving forwards.
I hate everything about the idea of purchasing games that you can only stream, but when they were offloading free Stadia Premiere Editions (controller + Chromecast Ultra) to Google Play Music subscribers I grabbed one and committed myself to playing through a game entirely just to say I gave it a fair shot. I chose Superhot: Mind Control Delete which is a game where you go around a kill a bunch of mannequins that are trying to kill you, but time only moves forward when you do (meaning you can stand still and the game is nearly paused).
I managed to make it through the whole game, but there wasn't a single play session where I didn't have multiple spikes of lag, or a several seconds of frozen frames that take a bit to catch up. Thankfully because of the nature of the game I was able to just stop moving and I'd usually be safe by the time the game was working again, but it wasn't a good experience. If it was any other game that required constant twitch-reaction throughout the gameplay, those lag spikes wouldn't be acceptable.
Even if it works well 99.9999% of the time, that 0.0001% where it's not working is frustrating, and not something you have to deal with playing locally. The idea that someone else in your house could kick off a giant download that suddenly makes your game unplayable feels like we've regressed to the days of dial-up where your mom kicks you off the internet because she needs to make a phone call.
Most services also recommend to be connected to Ethernet outright.
Small amounts of jitter could be compensated for by adding some artificial latency, ad-hoc, when a connection with jitter is detected.
I don't fully get the vision behind it. GPUs - even mobile ones - can power these kind of graphics for comparable or less power consumption. And the future is even brighter with M1/M2 chips and progress in the like. But the lag issue to have server side rendered graphics will never be solved. As it's a physics constraint.
Maybe for a new kind of massive multiplayer games made possible by having everyone on server side graphics? But it doesn't seem to be the way these services try to work on.
From a cynical point-of-view, I actually kinda see the thinking. Aside from latency, this is actually a pretty good demo. If you look at games like gacha games and more recently Diablo Immortal as not video-games, but value extraction systems, getting it in the hands of as many people as possible is the thing you want. If you can deliver a compelling experience without needing the user to invest upfront in hardware, you can immediately start charging them and getting them in the funnel.
Honestly, the chip shortage is a pretty compelling argument for Stadia, on its own. The catch is that Stadia didn't invest heavily in GPU power, so it doesn't deliver quite the compelling vision that's needed to compete with latest generation GPUs. If Stadia was the equivalent of a datacenter of 3090 Ti cards though, I think it would've actually done quite well when GPUs were extraordinarily expensive for people who just wanted to play a couple hours of games every week.
Only high-end mobile GPUs can play recent AAA games. The average laptop still ships with integrated GPUs that don't really work very well, especially with hidpi resolutions that many now come with. Most computer users just aren't gamers, so it doesn't make sense to invest a dedicated GPU (especially when Xbox and Playstation offer similar graphics for MUCH cheaper).
But Stadia, GeForce Now, etc., let you play on any web browser with a reasonably fast connection (10 Mbps? sometimes less), doesn't heat up your laptop or drain the battery, doesn't require semi-annual hardware upgrades, etc.
M1 chips still can't really keep up with the latest games, especially at Retina resolutions. I tried many games and could not run most of them past 720p or so. Nevermind trying to play on a 4k or ultrawide screen. And on M1, you can't emulate Windows games and only precious few Mac titles were/will be ported to M1; the rest will be emulated through Rosetta. It's just a far more complex, and inferior, setup to a good streaming solution.
https://store.steampowered.com/app/1541780/Resident_Evil_Vil...
I've played this game on a great PC and my PS5 and it looks incredibly good. Almost fake how good it is.
On this, it's blurry and makes my eyes hurt because it's like they are trying to compensate for being out of focus. I'm in a metro area, Miami, with a gigabit fiber connection. I'm the poster child for this service but it's not good.
Game streaming may just not be possible to do.
That's the segment you could target with more interesting games.
I sometimes get bored at work, and want to do something different during lunch. This could be it. I sometimes open quakejs to play for fun. I can't install a 30G game onto my corp laptop...
Stadia ports/limits games on top of underpowered hardware and limits the bitrate to ~44Mbit/s with a “4K” stream, ~30 with 1080p.
It was amazing 2 years ago or so, it’s quite far behind competing services like GeForce Now nowadays with double the bitrate, true 4K streaming, ray tracing, Steam/Epic support etc.
The inability to recognise responsibility of past failures is perhaps the reason why Firefox has failed and the parent Mozilla is still totally reliant on Google's money.
[0] https://web.archive.org/web/20120105090543/https://www.compu...
The biggest technical problem I saw is that right clicks aren't fully captured (I'm using Safari 15 on Catalina) and they open a context menu over the game.
If I were to keep playing this game, it wouldn't be through Stadia, for the reasons listed above. But I am much more likely to buy a copy for my PS5 than I was before. Good Job, Capcom Marketing Team!
> SORRY. CAN'T DELIVER.
> Which area can I play in? You can access this streaming demo from the United States, Canada, the United Kingdom, France, Italy, Germany, Austria, Spain, Sweden, Switzerland, Denmark, Norway, Finland, Belgium, Ireland, Netherlands, Poland, Portugal, Czech Republic, Slovakia, Romania, and Hungary.
Exactly what I expected.
1. Input lag for this doesn't matter 2. Lower resolution hides the lower texture fidelity as well
Clearly though very game dependent.
That said, I don't know how much lag there is using Stadia (I launched the demo here but didn't play beyond seeing that it worked). Maybe the lag from streaming over the internet is too large for good experiences in general.
This is on DSL with around 7ms to a major city exchange (there is Google infra there but not sure if it has Stadia servers). Likely performance will be improved if you are on fiber and are in the same city as the game server.
(1) Kill the subscription
(2) Immediate Priority: Biz-dev deals, make sure every major release's early demo is available on Stadia. Expose people to platform without requiring them to switch from a console.
(3) Secondary Priority: Focus SDK development on indie developers. Offer generous streamed minutes for all developer accounts. Charge per streamed minute after that. Let developers pass on the cost however they want.
With open pricing, open enrollment, open SDK, developers could do really amazing things with Stadia: and would figure out the business model.
Google could focus on driving down the cost per streamed minute as low as humanly possible, with the broadest possible access.
Amazon certainly will.
This would be horrible for everyone involved. First you're focusing on games that wouldn't need the high-end hardware in the datacenter to begin with, and second your revenue model incentivizes the worst possible mobile game style grind.
Google would burn through players as fast as possible most of whom would eventually turn to just playing on their iPad directly, developers would have to deal with yet another middleman, and players would get addicted to the shittiest games imaginable.
But most likely they're fully aware of the reputation Google has and they'd rather put stadia on life support for a few years.
They will change file formats to work with only SaaS then slowly kill standalone apps.
But some of the SaaS mafia will not want to depend on the client software from google and will have to code their own. Chrome is google lock-in by complexity and size, SDK included.
Yep, this makes me feel very uncomfortable, this is a significant loss of control.
Con: On Linux, it pegged my CPU worse than native.
I guess this is more of a revenue-guarding technology than a practical one.
For people who care about truth and posterity, having a disconnected "final" copy is an indispensable testament--even for toys like video games. Without that, "creators" will make "adjustments"--for not-so-altruistic purposes--and act as though they had never expressed such things in the first place. The number of internet articles I have seen "disappeared" in the past 10 years is chilling. It is no comfort that technology has made real-time editing of history economical for interactive media as well.
I'm happy I didn't bother buying an Xbox. For everything else I have a remote Windows box on https://paperspace.com which even lets you stream VR games to my Oculus Quest via Parsec.
Stadia works fine but the Xbox is way more affordable, Stadia's 'pro' game selection is weak, while Xbox has had far more games with one single price and new ones come on multiple times a month.
I have a powerful gaming PC, but use streaming as a console replacement for games not on PC. I've used Stadia and XBox for streaming and while I prefer Stadia's tech, I spend 99% of my time on XBox due to game library (particularly MLB the Show).
One on hand I'm sad this technology still is unuseable after years of research. But on the other hand a future where everything is running remote on BigCo servers is very bleak.
Not every FPS is competitively multiplayer.
I have fiber, and playing nervous games like hades work great.
But I would not play lol, dota, falling guy or call of duty with it. The latency, no matter small, is a handicap when timing win or break a game.
Can I just say that I adore Jenglish? These silly translations have become less common though with better translation apps available.
It is in money’s interest to turn everything into service based model?
Read some news recently that, big corps are buying up houses shooting up their prices enough that common man can’t afford them.
I guess once the acquisition is large enough, they can force you to pay more money for shelter.