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touchpadder

36 karma · joined April 13, 2017

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touchpadder··on "Google Stadia is not a product that exists because people want it"
Turbofan optimisations, SharedArrayBuffer, Web Assembly really impacted performance of my game engine. With enough assets it's already possible to make GTA V complexity and quality game running in the browser. The biggest progress in browsers and webgl performance happened in the last 3 years so it doesn't matter what you've been hearing 10 years ago. It already happened and is possible NOW, even on phones.

"Loading time is latency too" no it isn't. It doesn't matter if you're getting closer to an object and in the distance it fades in(or loads higher LOD) even with 500ms delay. But in streaming game as a video when the whole gameplay is delayed by 300ms it already makes entire competitive game unplayable.

touchpadder··on "Google Stadia is not a product that exists because people want it"
As an author of a browser game https://bad.city I noticed that over the last 5 years browser performance became 10x faster. The game currently works at 60fps, even on 2 year old Galaxy Note and has 0ms lag. With web workers and web assembly soon we'll see AAA games running in the browser on any device. No need to download 50gb game when you can progressively stream the 3d models in real time while playing and it will not depend on latency. It's already possible to run local wifi game servers on the phones.

I see Stadia working for casual games on smart TVs but not for any competitive gaming. This process creates too much lag: send controller input over the wire, render on server, compress 4k video, send over the wire to the client, decompress 4k video, display in the device

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