4 ms·
If google can get latency under a frame (16.67ms) or two then the latency should be almost unnoticeable. You can also time shift to hide the delay in one direct
by nvarsj 7y ago
If google can get latency under a frame (16.67ms) or two then the latency should be almost unnoticeable. You can also time shift to hide the delay in one direction, assuming that Stadia modifies the game engine (you can send the expected game state at delay time in the future). FPS also have a lot of leniency to compensate. Other types of games are far less forgiving (platformers and fighting games) but they all tend to have fairly large internal buffers that can be modified to hide lag.
- grenoire 7y agoFirst of all, it's not always under Google's control what the user latency is. There are a myriad factors they do not control when it comes to the network connection. Second, Stadia does not send a game state like a multiplayer game server does. What you send is input, and what you get back are video frames. Had the game engine touched your own computer, you would be using the same tricks as any other online multiplayer game. Yet, we can see the input lag being a major deterrent in the play quality. Presently, the only defense for Stadia right now is that your average gamer probably won't give a crap if the game feels a bit laggy. We only recently had the stupid ongoing debate with console developers and publishers trying to convince people that 24-30FPS is the maximum that humans can perceive. Luckily that ended with eSports players going for 144Hz monitors and showing that there is an obvious (i.e. noticeable) improvement in reaction times and responsiveness. Hopefully people are convinced that cloud gaming latency does affect the way you play your game, and how much better it feels when you're playing on your own hardware; weaker or stronger it might be than the Stadia server farms.