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>I do see two fighting games and two rhythm games (latency hell!) Fighting games benefit greatly from low latency, but rhythm games do not. The important thing
by mrob 7y ago
>I do see two fighting games and two rhythm games (latency hell!)
Fighting games benefit greatly from low latency, but rhythm games do not. The important thing with rhythm games is consistent latency, and that can be achieved by adding artificial latency when network latency is low. You can adjust the input timing windows forward or backward to match the latency, and many rhythm games already allow that. High latency like you might get with Stadia will make the feedback the game gives you harder to associate with your performance, but when you're playing well you're primarily paying attention to the input cues, so the game is still perfectly fun and playable.