4 ms·
I’m surprised, but I’m also glad they are doing this. It could be to avoid class action lawsuits. I used mine for a total of 5 minutes before throwing it in tra
by darth_avocado 4y ago
I’m surprised, but I’m also glad they are doing this. It could be to avoid class action lawsuits. I used mine for a total of 5 minutes before throwing it in trash. It is a very unfinished product they shipped thinking they’ll solve it. But the reality is, even with the best internet in the country, the games were barely playable. I’m talking 600mbps download and a 100mbps upload speed.
- camel_Snake 4y agoI've used Stadia for the past year exclusively and it's been fine 99% of the time. I guess I'm relieved from defending Stadia duty now though, sigh
- mrguyorama 4y agoThe problem with such statements is that game streaming services are INSANELY dependent on literally a century of cruft and how it was handled on a house to house basis. You can have great performance in your house, but your neighbor across the street could have utterly useless behavior. Like this product literally depends on which godawful modem your ISP sent you when you first got service.
- lokar 4y agoIt would be great if they could somehow open up the API of the controllers, they are nice.
- sascha_sl 4y agoBandwidth isn't that important with game streaming after ~40-70 Mbps, latency and jitter (essentially latency consistency) is.
- slfnflctd 4y agoI'm somewhat surprised the 4 sibling comments as of this writing don't even mention the latency/jitter issue-- to me, that's always been one of the obvious biggest flaws with game streaming. Your average consumer has little to no awareness of it, it's beyond Google's control, and it has a very noticeable impact to anyone experiencing it. Not a good combination. Edit: Nextgrid showed up as I was typing this and set the record straight. My faith in HN is restored.
- Nextgrid 4y agoConsumer-grade Wi-Fi is also a major problem when it comes to latency & jitter. It doesn't even have to be game streaming, any real-time application such as calls suffer from it as well, despite not actually requiring much bandwidth at all. Unfortunately there is no user-friendly tool to test for this. Most tests focus purely on speed, which can be tricked by various packet-loss-compensation algorithms, so you can score a "perfect" 1Gbps speedtest despite the connection cutting completely for a second.
- sascha_sl 4y agospeedtest.net used to have a sibling "pingtest" site that measured your jitter. I'm not sure why they don't exist anymore.
- Nextgrid 4y agoI remember it using a Java applet. I think the reason none of the online test sites support it is because it’s hard to test latency & jitter in the browser as the lower layers try hard to compensate for it.
- sascha_sl 4y agoOh. It was Flash. Sometimes I forget that was ever a thing!
- fomine3 4y agoSpeedtest for random server (servers listed on Ookla is quite random) is useful but ping for random server is a bit useless. Just ping for targeted server that runs service you use.
- noirbot 4y agoI'd be shocked if their contracts/EULA wasn't structured to avoid risk of suit around something like this. Shutting down a live service feels pretty defensible as not a crime or tort, and they could almost definitely fight the lawsuit for less than this costs in refunds, which makes it all the weirder.
- Sakos 4y agoIt's the most likely reason. We've seen plenty of cases were EULAs were declared void and that won't hold in a place like the EU. You can't sign away your rights as consumers here. They might be able to fight individual lawsuits in some places, but it might eventually escalate into an investigation by the EU. There's significant legal risk there that is being avoided by just refunding a few millions. It's the sensible move.
- noirbot 4y agoHonest curiosity, has that actually been proven in EU court? The sort of "licensing as a service" that Stadia did doesn't seem that different from the business models of something like Audible, or even iTunes in the DRM era. I totally agree that it's a predatory and anti-consumer model, but I wasn't aware that anywhere in the EU had successfully argued that removing access to something you were essentially "renting" access to was a violation of consumer protection laws. These sorts of EULA arrangements are essentially the foundation of almost all modern media consumption - if anything Stadia is on better ground than most since it's not just a DRM layer like Steam or iTunes. If Steam disappears, I have a bunch of entirely playable game files on my computer that I can't use. When Stadia shuts down, you have a client for nothing. You're not paying $60 to own a copy of a game, you're paying $60 for an unlimited term license to play the game on Stadia's servers. Legally, it feels odd to claim in court that that should be the same as a purchase of the game in some other method. If Google had turned off Stadia, but transferred everyone's purchases to Steam or EGS, that wouldn't be providing the same service you purchased from Stadia.
- detaro 4y agoIt's also just a good marketing move. "they made people pay full-price for games and deleted them shortly after" is the kind of association that sticks around and even Google has an interest to avoid.
- lotsofpulp 4y agoAnytime I see an asymmetric upload bandwidth like 600/100, I assume the ISP is just advertising temporary burst speeds and does not actually allocate enough upload bandwidth to the neighborhood for people to sustain usage at 100Mbps.
- cromka 4y agoYou could make the same argument regarding upload speeds. They simply have asymmetrical link, and overprovision on both download and upload.
- lotsofpulp 4y agoI assume you mean same argument regarding download. In my experience, the download is always far less over-provisioned than the upload. For example, Comcast over-provisions their upload so much they cannot even advertise what it is. They will sell you 2Gbps download and never tell you the upload. Which I assume, based on experience, is 20Mbps split over a neighborhood of 500 houses.
- treis 4y agoUpload bandwidth for something like Stadia is tiny. Only thing you need to send are user inputs
- Nextgrid 4y agoHowever, you need consistent latency, which isn't guaranteed in a highly-oversubscribed network.
- AlotOfReading 4y agoIt actually just means they're using DOCSIS to carry the signal, which has asymmetric bandwidth allocations for upstream and downstream. 600/100 is a standardized allocation too.
- lotsofpulp 4y ago
- Nextgrid 4y agoSpeed alone isn't what matters here - latency and jitter are more important. A 100Mbps speed test over 30 seconds is meaningless. I've played multiplayer FPS games on a home-made setup with an AWS VM with GPU and Steam streaming (using a VPN to make both machines appear to be on the same LAN so Steam streaming would work). This worked well, but only because it was on an enterprise-grade leased line with consistent 1ms latency to the AWS datacenter, and all wired (good wireless gear might've worked too, but forget about trying that on garbage consumer-grade hardware like your typical router or mesh Wi-Fi setup). Is it technically possible? Yes and it works well under optimal conditions. Is it possible for the average user who doesn't have good equipment nor the budget for it? No chance - it's a recipe for disaster. Those who do have the budget are better served by just buying a gaming machine and running the games locally. Games streaming can be a value-add to a good ISP (such as Google Fiber) whose network actually permits this, but don't expect it to work on the majority of residential connections. The vast majority of them suck (whether because of the ISP's network or the customer-premises equipment), people don't know they suck and have no easy tools to test that, so they'll end up blaming the game streaming provider when it inevitably doesn't live up to expectations. Until good networking setups become commonplace, game streaming will remain limited to a very small niche that have serious networking setups but for some reason don’t have a local gaming machine.
- Firmwarrior 4y agoGame streaming is great for casual gamers. A lot of games are perfectly playable even with 200ms tacked on, actually. It's unacceptable even with a 1ms link (because of the extra 2-3 frames of latency that get buffered in) for hardcore players in some genres. Even if they can't see the difference, they'll feel it when they miss shots in FPS games and links/confirms/parries in fighting games Unfortunately, most of the people here and in the industry making these streaming products are adults with real lives who don't understand how bad game streaming is for hardcore players
- fomine3 4y ago200ms?? it's really frustrating in my experience for every game (I had 180ms when Xbox Cloud Gaming connects server over pacific ocean for unknown reason).