Netflix might get into cloud gaming, forms another new game studio
polygon.com
polygon.com
That is to say, there is no future in this universe where real-time, predicted gameplay can currently fit within 16ms (60 FPS) let alone 6ms (144 FPS).
You blow the budget immediately. Today's implementations lag several frames (overbudget). For myself and other game developers I work with, that's just unacceptable, and I don't know anyone right now who is considering software-level or gameplay-level accommodations for streaming the game over a service.
Take an empty game (update nothing, draw nothing) and send black over the wire. You blow the budget.
Let's not dice words: cloud gaming is the cloud industry's perpetual motion machine.
The whole industry will attack the goal from multiple angles and make it happen. I think making GPU ownership expensive to improve the value proposition of streaming services is one of the goals.
On paper I think it should be a total failure. In reality, I tried the RTX 3080 tier of GeForce Now and I couldn’t notice the input latency playing Last Epoch. If triple buffering was accepted, 3 frames of latency for streaming will be too, won’t it?
I hope it fails because never owning anything sucks, but I think it’ll be extremely successful.
Single buffering: You're drawing pixels directly on screen. Problem: Drawing isn't instant across whole screen, so human eye sees a blend of old and new image (and since screens draw top to bottom, this produces a horizontal "tear" somewhere, thus "screen tearing").
Double buffering: You're drawing pixels on a hidden screen while the previous image is displayed, then flip screens. This flip action is so fast it's practically instant, so tearing is solved. However, screens can only flip at set intervals (refresh rate). Problem: What if your drawing finishes even a little bit late, just after refresh rate sync? Now your program has to wait for the next opportunity to flip, which just makes everything hang.
Triple buffering: 3 is the magic number to fix all these problems. You always have two virtual screens to flip between, and a third one you can draw to regardless of flipping.
If the game renders on time, what you see on screen is always the latest completed image that was ready at previous vsync.
With two buffers, if you render too long and miss vsync and then call flip() which waits until the next vsync, you're wasting the frame waiting (because the system can only swap buffers at vsync, to prevent tearing).
The third buffer only exists so that the game can start working on the next frame, while two of the buffers are "locked" (one on screen, other ready for display, third available).
The majority of the people now think 24 frames a second looks natural and 60fps looks fake. They're twisted by their malevolent environment into a wrong and unnatural state, like elves into orcs.
I worked on the netcode for EA games at one point in my life.
The highly popular battle royal and competitive shooters will never go cloud.
You say that, but as a user I wouldn’t notice the difference in this game played on cloud versus locally.
However there does seem to be legitimate portion of the audience that either can't tell or simply doesn't care about frame lag/latency issues. I would guess that group is relatively small though. Also as PC and console hardware continues to improve and 4k+/144hz+ gaming becomes more commonplace, cloud gaming is just going to be left in the dust.
Cloud gaming will work great when we have FTL transmission of data or possibly a datacenter in every 7-11/Walmart.
So you gotta ask yourself, well when does this make sense? Does it make sense in a twitch shooter? It doesn't. Does it make sense in a popular mmorpg that runs with a tickrate of 600ms? Yes. Does it make sense in a RTS? Probably, except at maybe the highest levels. Does it make sense in a train simulator? Yes.
It is, at best, a niche service.
If you see someone is going to attack you, you want to dodge right away, wait for the animation to finish and attack after. With cloud gaming you see someone is going to attack you, press dodge, get attacked, you die.
Of course, single-player games don't usually do this, because it's very complicated.
How would you predict / simulate when an opponent jumps or crouches? And how much processing power would AI rendering take? I don’t know anything about AI.
I think the idea is to run the client side on a potato.
You're teetering on the budget before you even hit the network.
Cloud gaming… Is not going to take off… Until latency is unnoticeable by users.
Even turn-based and other game types that don’t require twitch reactions aren’t going to be enjoyable with input latency that is obvious to the user.
I sincerely believe that cloud gaming engines are going to have to be developed, such that the entire video frames aren’t being pulled from the cloud, and peripheral input is a first class citizen on fast networks like PON and 5G.
A native Xbox Series X test running at 60Hz gets an 85ms average - from a trigger pull to the first flash of gunfire. Xbox is far off a native PC result, which comes in at just 49ms. And the big surprise is that GeForce Now using the PC app beats a local Xbox Series X in latency, coming in at 81.7ms - while a Shield test is comparable to Xbox at 86ms.
https://www.eurogamer.net/digitalfoundry-2022-geforce-now-rt...
It will never cease to amaze me how consistently far behind HN’s user base is on this topic, the average 20 something service worker will watch a movie like Dune on an illegal streaming site through their cracked phone screen in 720p, but we’re actually entertaining the idea non-PC native latency is a requirement for playing video games without spending >$500-$3k.
The market for these services is slightly larger and more diverse than the folks currently running 4K@144hz setups.
You will see the same bias when talking about game development, it is all about FOSS and portable APIs over here, when driking bears at GDC(E) it is all about IP, publisher deals, raw platform features, and who cares about the portability versus getting that deal that puts one on the spotlight.
The communities couldn't be further appart in culture.
Doesn't matter how good the graphics or pricing is, if there's a delay between inputs you've certainly ruled out almost every multiplayer game and most single player games.
Stadia was only going to last as long as the Google promotion cycle.
The target audience for Netflix shouldn't know they're playing a cloud game. Netflix is too big to cater to power users, casual gamers are a much much bigger group.
I think there's some hope. Netflix has good expertise in streaming infrastructure and if they play to cloud gaming's strength like turn-based games, they have a chance to last longer than Stadia (RIP).
they already have all the games, remote play together, steam link. at some point they will offer cloud machines you can rent to run your games.
Yeah yeah, I know, bulk vs low latancy, but it is there.
None of the others have compute at the edge. All the compute is in the datacenter, the edge just has distribution.
1. This is all about control over users. There won't be mods in the cloud.
2. The lag issue is going to be very hard to solve in the US, where consistently fast internet is not available to a lot of people.