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Stadia, from day one, has seemed like an engineering-oriented project. It's a cool tech that nobody asked for and not many people actually want (and has been at
by brundolf 6y ago
Stadia, from day one, has seemed like an engineering-oriented project. It's a cool tech that nobody asked for and not many people actually want (and has been atrociously packaged as an actual product). I can just hear the kickoff meeting:
"We have some of the best cloud engineers in the world, we have one of the biggest fleets of data centers. Not a lot of companies could reasonably implement cloud gaming, but I bet we could!"
That part is true! But then:
"Productization? Pricing? Market-fit? Customer service and messaging? Whatever, we've got good tech, it'll sell itself. We can figure all that other stuff out later, that's the easy part."
...cue the flop. It was always going to be this way.
- moksly 6y agoAre you sure people don’t want it? I think it’s one of the biggest market potentials in gaming right now. I’m quickly approaching 40, and I would like nothing more to not have to own the windows desktop that I only use for one thing. To play blood bowl 2 (and eventually 3) a few times a week. If I could do that from a browser on my MacBook, you can bet I’d never own another desktop in this life. That’s anecdotal or course, but there’s quite a lot of us.
- ryandrake 6y agoThe narrow "want to play games on my mac" problem could be solved if game developers chose to build the game cross-platform from the start and release a mac build. Many games are already cross-platform, as they run on both Windows and consoles. The fact that so many game companies don't even bother with a mac build shows they don't want to solve this for whatever reason (probably mac just not profitable enough). If a developer is not willing to lift a finger to port to mac (a small market, but one with a known size), why would they port to Stadia or some other unknown market?
- brundolf 6y agoDoing a Mac build from Unreal or Unity is generally easy (and most of the smaller games that use those engines do release Mac builds); doing a Mac build from an in-house engine may be a ton of work But more importantly: Mac hardware usually isn't really equipped for high-end games. If you have a pro-tier machine you might do okay, but nobody buys Macs for gaming, at the very least. It's just too niche of a market to go through a lot of effort to support it
- Applejinx 6y agoApple's moving to the M1 chip for desktop/laptop Macs. That's going to make the target look more like top-end Mac hardware… and the iPhone. The latter isn't a niche market, it's a 'not high-end' market. But that could evolve, I think.
- pjmlp 6y agoStill has a bigger market share than Linux, with people that actually pay for games, and all major engines support Metal. Whereas GNU/Linux, even with the massive amount of games targeting Android, hardly gets to see them. Same applies to Stadia, which is mostly GNU/Linux + Vulkan, with Google sponsoring Unity and Unreal as well.
- ryandrake 6y ago> Doing a Mac build from Unreal or Unity is generally easy You'd think, but a lot of mainstream engine-based games that could "easily" have a mac port never get one, even an unofficial one offered as totally unsupported. Look at Among Us for example. Not by any stretch a high-end game. It runs on Windows, Android, iOS, a bunch of XBoxen, and probably other consoles. I bet the developer could spit out a working native macOS version with the push of a button, but so far hasn't. Kerbal Space Program is another example. When last I checked, they did have a native mac version, but it was hamstrung in some way--I think it was limited to 32-bit or something. I can't imagine these examples are actually a huge amount of effort to make happen. As a fan and programmer I'd be willing to do it for free.
- simonh 6y agoKSP has been 64-bit on Mac from around the same time as Windows and is still fully supported. A lot of games did drop off the Mac when it moved to 64-bit only though.
- wheybags 6y agoBecause macs are terrible platforms for games. They have been very low end for a long time (m1 notwithstanding), and they have been killing off opengl, the only cross platform rendering API (before vulkan, which they don't support). Also their insistence on breaking changes means your back catalog needs constant maintenance. That's normal for app developers, but not gamedev. Oh, and if you do make the port, they will be about 1% of your users. Or less. So, to summarize, mac support is expensive, difficult, and not profitable. Should we still do it? I tend to think you're better of spending your time on linux support.
- shurane 6y agoMaybe MacOS isn't a good push for gaming for either developers or Apple. I definitely think iOS is. The Apple Arcade Subscription plan seems to be part of that for gaming. I've seen a lot of people on the subway and even at work sometimes playing mobile games on their iOS device, from Call of Duty Mobile to racing games to tower defense. I imagine when Apple expands their desktop and laptop lineup to M1 chips, it's going to include many of the games that are available from their mobile catalog.
- brundolf 6y agoI don't think it's impossible that streamed games will find a market, but I think there are several hurdles that (unsurprisingly) weren't apparent to a company with no experience in the industry: 1) PC gamers tend to revel in owning (building, customizing, optimizing) their hardware; not just because it lets them play the games they want to play, but even for its own sake. RGB arrays, overclocking, custom case builds. Streaming can't compete with that. 2) "Casual" gamers already have powerful devices in their pockets with thousands and thousands of games available, including many free ones and many high-quality ones. 3) Console gamers are presumably the target (?) market. But an Xbox Series S costs $299. The (absolute minimum) Stadia starter kit costs $99; you're already a third of the way there. And then there's the subscription fee. And then you still have to buy the games. Something I don't think Google realized is that over a console generation, the dominant cost quickly becomes the games themselves, not the hardware. If Stadia users still have to buy them at full-price - $60 a pop - that $200 you saved at the beginning quickly becomes a diminishing fraction. You just aren't saving that much, and in exchange, you get the constant risk that your whole library will simply be killed at any moment, as well as... 4) The latency. The problem with latency is it's not a fully solvable issue, no matter how much hardware or money you throw at the problem. There's a physical lower bound on how long it takes electricity to get from your house to a data center and back. And then there's all the routing infrastructure run by your ISP, which a) is outside of Google or Microsoft or whoever's ability to improve, and b) is unlikely to be improved by the ISP because game streaming is basically the only usecase where bleeding-edge latency actually matters. And in terms of how much it matters: one frame at 60FPS translates to 16.7ms. Client-rendered multiplayer games don't have as much of an issue with higher latencies because of client-side prediction: https://en.wikipedia.org/wiki/Client-side_prediction https://en.wikipedia.org/wiki/Client-side_prediction Here's the only way I could see game streaming being successful: An all-you-can-eat, Netflix-style buffet of big-budget games. Like Apple Arcade, except it has games like Call of Duty and Borderlands that you could normally only play on a console or a gaming PC. You pay a monthly fee, and you never have to buy or even download a game. Dedicated thin-client hardware is a waste; anybody who wants to buy hardware will just buy a console. Your target customers don't want that. Instead this would only be playable on existing platforms, primarily desktop/web/mobile, though possibly existing consoles as well. That would be a decent value-proposition for some people. Those playing really fast-paced games and/or sticklers for latency wouldn't go for it, some existing phone-gamers might, but mostly you would get people like your friend from college who just wants to play Borderlands with you but isn't really a "gamer" outside of that. Microsoft is the most clearly-positioned company to succeed at this, as far as I can tell. They have two decades of experience in the industry, they have cloud chops and datacenters, and they carry clout with publishers and even have in-house studios (because a subscription-only game buffet it going to be a tough sell when it comes to license-holders). And of course they've already started: Xbox Game Pass is a smallish version of the all-you-can-eat subscription, and they've been experimenting with cloud-hosted releases. You can even play Control on your Nintendo Switch via Microsoft's cloud. That's pretty cool. But I don't think this will ever make gaming PCs or even consoles obsolete, mainly because of the unsolvability of the latency issue. It will be good enough for some people. Oh and Stadia will die anyway, because Google doesn't understand any of the above
- nerfhammer 6y agonvidia has a competing service that supports that title, and it honors your steam account instead of needing you to re-buy it https://www.nvidia.com/en-us/geforce-now/games/ https://www.nvidia.com/en-us/geforce-now/games/
- akiselev 6y agoUnfortunately Stadia is the only one that supports 4K (I'm a casual user of Nvidia's service since it was in beta)
- Agingcoder 6y agoDoes 4k matter? The way you state it makes it sound like it's a major issue (disclaimer: I've never seen a 4k game) This is an honest question, since I don't game much (witcher 3, death stranding and a few point and click) , and regular 1080 doesn't bother me, so I'm genuinely curious.
- Duralias 6y agoWould describe Stadia 4k to be inline with native 1080p, at least when playing stadia in a browser. Stadia 4k may look better using a chromecast ultra, but I haven't tried that. And It is weird how resolutions are the focus in streaming when the most important thing is bitrate, feel like we need some kind of standard, because bitrate means nothing to most people.
- Ruthalas 6y agoAt least with game streaming services, I suspect advertising resolution serves the double purpose of being understandable to most consumers, while specifically obfuscating bitrate, which is the sacrificed statistic.
- bscphil 6y ago> It is weird how resolutions are the focus in streaming when the most important thing is bitrate Yep. I see a good example of this when I watch gameplay videos on Youtube in the highest available 1080p bitrate, and regularly see results that look far worse than playing the game in 720p, maybe even 480p. For example, it's obviously very common to pan the camera through a high-detail scene, which is trivial for a GPU to do, but incredibly information dense for a video encoder. So anything with a lot of detail blurs (in a very ugly way, not like motion blur) when there's movement. And Youtube has the advantage that the video has as much time to record as Youtube will allow it, it doesn't need to be done with low-latency settings as Stadia does. Of course, cable TV is even worse, but ordinary consumers don't seem to have noticed or cared about that either.
- Axsuul 6y agoHow do you know not many people actually want it?
- jes5199 6y agomy friend at Google reported almost exactly that: it's an amazing technical achievement, really pushes the cutting edge of what's possible. And the sales and marketing have no idea how to do anything with it.
- nathanyz 6y agoStadia works amazingly well which was actually surprising. Playing Cyberpunk 2077 in 4k with just a controller and Chromecast stick is frankly amazing. Consoles are great if you play enough, but I found that every time I could squeeze an hour here or there to play, the Xbox needed to update yet again for 20 minutes, and by then something else has come up and I am out. Stadia lets you jump in and out, no updates as far as I have seen, and just magically works. Disclaimer: I don't work for Google or any of the game studios and was actually skeptical they could solve the latency challenge.
- brundolf 6y agoSlightly OT but you deal with the updates issue by leaving it running in rest mode all the time. When something needs updating the console will get a ping, download + install, and go back to sleep. Makes things much easier.
- odessacubbage 6y agothey need an experience that sells the actual upsides of game streaming in the same way that mario 64 sold 3d movement and the analog stick. 'here's popular game except worse' will never be a winnable pitch. even casual users who don't know what latency means will instinctively recognize that all the games just feel kind of shitty to play. you need a tailor made experience where latency is a much more negligible factor.
- odessacubbage 6y agoi'd like to think even a middling engineer would be able to recognize an intractable infrastructure problem that is entirely out of their hands. stadia can have perfect tech and the best customer service in the world and it simply will not matter until you effectively create your own nationwide isp as well. space age technology does not mean shit if your customers are still in the age of horse and buggy. terraria also highlights the utter absurdity of game streaming. it can and has been ported to practically every relevant device and costs less than a big mac. google invented a billion dollar laser to cook microwave popcorn.
- sithadmin 6y ago>stadia can have perfect tech and the best customer service in the world and it simply will not matter until you effectively create your own nationwide isp as well To add a layer of situational irony here: Google already tried to solve the last-mile delivery infrastructure problem and unsurprisingly appears to have found it intractable
- myko 6y ago> Google already tried to solve the last-mile delivery infrastructure problem and unsurprisingly appears to have found it intractable This failure was more political in nature though, the technical solution is there
- JakeTheAndroid 6y agoAnd we arrive at the premise. They can build the tech, but they can't be bothered to navigate the social dynamics that make up the rest of the world.
- sithadmin 6y agoWhile the local politics are certainly an issue, their quirky micro-trenching methodology was also clearly a failure
- abandonliberty 6y agoCheck out the stadia subreddit. It seems they've managed to connect with a pretty passionate group of innovators/early adopters. https://www.reddit.com/r/Stadia/ https://www.reddit.com/r/Stadia/
- tdeck 6y agoTo be fair, that described Google Glass as well and look where that product went.
- yyyk 6y agoThe problem with Stadia is that it's a platform geared for AAA games, but doesn't provide much value for them. It can provide good value for more casual games/gamers, but Google's ego means the service isn't geared for casuals. When I write Stadia doesn't provide much value for AAA games, we need to look at it from both the gamer and the dev side. For gamers, if money was no object, one is better off with either a decked-out PC (better performance) or a console (wider variety). Stadia's main advantage is potentially being cheaper - which is precisely the gaming crowd which doesn't attract AAA gamedev companies. For AAA developers, they need to port their game to a different API, then pay the Google tax, in order to appear on a small platform whose users are often drawn in by being cheap and are less likely to pay for your product. There's no technical advantage for AAA - now that Google has closed their studios, nobody will try to make features that are only possible in cloud gaming in Stadia. If Google couldn't, can you? What happens when you ran into a problem, can you handle Google "support"? Stadia could be good for casuals. Except it doesn't have any good discoverability features or even a search bar. Cyberpunk 2077 doesn't need discoverability, but indies or anyone searching for them really do. Its payment model (direct 'purchase', no gamepass) is OK for AAA, but not as a good for casuals. And of course, one still needs to port the game which can be difficult and relatively expensive for indies (Luna is just a VM by comparison). Google could make Stadia better for casuals, but that means doing something less prestigious, no Google engineer will go for that, and they obviously don't understand the business model. So Stadia is geared for AAA games/gamers, but doesn't provide good features for AAA, and even Google itself couldn't manage to make cloud-gaming-only features. Stadia can be useful for casual gaming, but the platform just isn't geared for that, and Google is unlikely to change that. Likely result is cancellation within a few years.
- ehvatum 6y ago> Google could make Stadia better for casuals, but that means doing something less prestigious, no Google engineer will go for that, and they obviously don't understand the business model. There are also many prestigious and lucrative engineering goals at Google that are totally untouchably intractable because money is involved. The Google Play store offers countless examples where graph algorithms and ML could identify the worst behavior for human review. If an established app is deluged by negative reviews, take a look at what’s happening. It’s either become a Trojan horse or a victim of 3rd world scamware competition. The average review for an app does not go from 4.5 stars to 1.5 stars overnight without cause! Attempting to address this glaring deficiency leads to the following problem: the other engineers who rallied to solve it, in the past, are no longer with Google. Do you like your job? Find a technical problem with no downside, in that case!!!!!!