5 ms·
Eurogamer also did a tech review, and actually did find it laggy: https://www.eurogamer.net/articles/digitalfoundry-2019-stadia-tech-review https://www.eurogame
by ablation 7y ago
Eurogamer also did a tech review, and actually did find it laggy: https://www.eurogamer.net/articles/digitalfoundry-2019-stadia-tech-review https://www.eurogamer.net/articles/digitalfoundry-2019-stadi...
Also, they found that to get the best performance from it, it sucked down in the region of 20gb per hour of data. Which is a lot for countries with capped internet allowances.
- m0xte 7y agoYeah considering people complain about game updates running 50Gb of traffic once every few months this is going to be a big issue for a lot of people. Also I suspect this is not something that will sit on any CDNs due to the specialist nature so this is going to transit much further than the ISP's edge.
- grenoire 7y agoWhat surprised me with their measurements is that the baseline Xbox One X lag is also quite high, but I suppose it doesn't matter if both are measured the same way.
- pcroh 7y agoI played GTA 5 on the PS4 and the input lag is simply pathetic. If that's the baseline, surely Stadia can win.
- govg 7y agoIs this due to the game being poorly optimized for the PS4, or because the TV adds some lag? I have heard that TV lag can be reduced by turning on "Game mode" or equivalents.
- pcroh 7y agoNo, other games perform fine. TV correctly set up (I know what you mean, some TVs have frame interpolation to fake 60 fps which adds lag) and gamepad connected via cable.
- ablation 7y agoYes, but people will be injecting more frames of lag into their already laggy inputs with Stadia. I'm not sure this passes muster.
- dharma1 7y agoIt's streaming video, so depending on your settings, about the same as Netflix I would think?
- ealexhudson 7y agoPre-prepared streaming video will compress much better: amongst other things, modern codecs will send frames out-of-sequence in order to better compress, have motion prediction, stuff like that. Even if this system is willing to spend the compute to do high-level compression, they don't have the data from future frames yet that will allow them to get down as low as you can go. Equally, because you know so much about the scene, there are many more opportunities to do smart video compression - however, those would be extremely difficult to take advantage of.
- taneq 7y ago> Equally, because you know so much about the scene, there are many more opportunities to do smart video compression Ultimately they could cache textures, models etc. on the client system and only transmit data about the players' locations and inputs. Then the codec would render the game on the client... hey wait.
- IronBacon 7y ago> they don't have the data from future frames yet that will allow them to get down as low as you can go. They could potentially implement something similar to Retroarch's runahead feature, but I suppose it would requires support from the game itself and more infrastructure so probably not feasible...