Some Stadia Features Won't Make Launch

Where specifically did you see stadia advertised or shown off for mobile LTE? They're deliberately avoiding cellular data.

And the people with gaming PCs going on and on how stadia won't replace their gaming PC are also not shining a light on anything unknown.

They are aiming squarely for the living room console demographic, that's really all. The people that may play in a browser are secondary.

And I'm sure all the bad word of mouth of this fucked up launch is going to go wonderfully with the living room crowd. Also, no one seems to have an answer as to how exactly Google plans to entice the console crowd away with a service that forces them to re-buy all of their games (at shitty prices) and forces them to not play games with any of their current friends unless all those friends also happen to get on board. The free option isn't out until who the fuck knows when so they have to pay $130 + $10 a month (admittedly after three months) to get a worse experience (up to nearly 60ms increased latency based on Digital Foundry's preliminary tests) and play with less people. Sounds like a real fucking winner right there man.
 
I looked at the article, noticed the author said he was on a 45 Mbps network. Honestly that is not that great, so lag is expected.

I did order one but it looks like it hasn't shipped yet and expected delivery is Nov 26 (kinda was hoping for launch day shipping).

But my network is ready, if it doesn't work at these speeds it doesn't work at all. I'll let you guys know.

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You don't understand how streaming works.

The 45mbps shouldn't influence lag since that's controlled by latency and depends on the time, not bandwidth, between your location and the server.

Stadia should just vary the quality of the video codec, not increase lag, with different amounts of bandwidth and that's it.

Edit :for those that missed it, you don't control image quality at all on your end, the stadia software has the game set up for you and nothing you touch should do anything. Also the lag was the same on the Washington post gigabit internet since, again, lag is related to latency, physical distance and hops to the server and not related to bandwidth.
 
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https://www.neogaf.com/threads/google-suggests-a-wired-not-wifi-connection-for-stadia-.1511506/

Apparently it has shitty wifi performance even if you are alone in your network, oh brother...

Ya well, no surprise. If they want to offer any sort of low latency at all, they can't use the traditional streaming trick of buffering data to deal with network irregularities. That means you need a very stable network, if you want to avoid problems. In theory this could be handled with QoS, but given the half-assed implementation of it on consumer devices, and non-existent on the ISP end, that isn't a real option. So the only choice is don't use the network so much... Great :p.

I think people forget just how much goes in to really trying to provide stable, low latency, service. If you look at corporate VoIP, which is only 80kbit/sec, you still run that shit on a separate VLAN with QoS. Otherwise, you risk having dropouts (like you see with cellphones) due to network traffic and that is for something super low bandwidth. Something like this, much harder.

So basically stadia is designed for people who:

1) Live alone.
2) Are willing and able to buy high end Internet.
3) Want to play a few games with details turned up but
4) Won't buy a console or gaming PC.

...ya, that seems like a real big market :p
 
Have you seen the other thread? You don't even get "the details turned up."

Ya just looked at that so there is even LESS reason to buy it. This is not offering visuals equal or better than a high end gaming PC, that only the truly hardcore can afford, it is offering visuals markedly worse than a current gen $400 console. That really makes it a hard sell. I mean it will inherently have a less sharp image just because of streaming compression but then if you aren't even running the detail settings on the back end to match what a console can do... yikes.

On top of that I saw the reason for their piss poor lineup: Google is using a custom Linux OS for the Stadia servers, not Windows. What that means is that making your game run on Stadia is going to require porting it. Now that's not a massive deal or anything, you port a came to the Xbone, the PS4, and Windows you can add another platform without a lot of trouble... but it is more work. It means that they can't just go to a company with a PC game and say "Hey, would you like to put this on Stadia? You don't need to do much to integrate it." Instead they have to convince the company it is worth spending the time and money to do a port. If the sales numbers on Stadia aren't great, that is going to be hard. Then you get in to a feedback loop: Nobody wants to port games to Stadia because they don't sell and Stadia doesn't sell because it has no games.

They seem to have done a pretty effective job botching this launch. I hope this means it fails and companies stay away from game streaming :p
 
I see the WP article was mentioned, but I didn't see a direct link to the video.



I'm holding out hope Google can fix it, but if this is normal that is scary.


There's really nothing to "fix". The internet isn't consistent. Everyone is going to experience those issues from time-to-time when streaming something like this. You can already see it with traditional video streaming, there are times when a service doesn't work as good as usual. Any problems along the pipeline are going to drastically increase latency. The reviewer said on Twitter that he didn't have the same issues the day before launch when he tried it again. Though even from the gifs he posted of his "better" experience I could see clear delay between his input and the actions on screen, but no where near as bad as this.
 
I see the WP article was mentioned, but I didn't see a direct link to the video.



I'm holding out hope Google can fix it, but if this is normal that is scary.

What part of speed of light does nobody get? Before anyone says it, yes I know hops matter more. GamersNexus decided to take apart the controller because the service was down. Google isn't proving me wrong.

 
I see the WP article was mentioned, but I didn't see a direct link to the video.



I'm holding out hope Google can fix it, but if this is normal that is scary.

My biggest question on this would be how accurate that latency there is. Like if I am playing a game on my PC and I press spacebar and I jump instantly great, but if I am playing multiplayer how much of a delay is there between me pressing it me seeing it and the server registering it, furthermore how much of a delay is there in me pressing it, me seeing it, the server registering it, and my oponents/teammates seeig it on their PC's. So the real test would be to have that game running on 2 PC's with 2 players in the same game looking at each other and doing that same jump test and measuring the dalay then comparing it to the same test on the Stadia system.
 
Why in the world didn't they pack the code with the product like a normal company? To avoid the resale market? :ROFLMAO:
 
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