If they want to really pull this off, they would probably need to install the servers in ISP's premises (to be as close to end users) and have some special low-latency agreement with them. And then ISP would get the cut directly from Google (or whoever tries to apply this model)."That's a nice streaming service you have there. It'll be a pity if something happened to your users' bandwidth." - Comcast/Verizon/AT&T probably.
They don't have to touch bandwidth. Latency is more important, and given how most Internet functions don't need low latency. Deliberately introducing latency for those not paying an additional $50/mo for low latency connections would do little to bother most consumers. The only thing an uptick in streaming gaming will do is introduce the low latency tier to ISP's wanting a cut of the pie.
I wonder what encoders will be supported and related to that what the bandwidth requirements will be. Can't seem to find solid info.
Hope they support h265 on all platforms.
I'm optimistic. I keep imagining Battle Royal games with thousands of players on a single field of battle; or a truly massive MMO with tens of thousands of players in a single instance world (no EU/US server separation).
The scaling opportunities for this are staggering.
I'm not sure a BR with that many players would actually be fun. Part of the appeal to BR is the feeling that while your odds of winning are low, they're not tiny.
A BR match with thousands of players would lack that feature and I rather suspect it would be a non-starter as a result.
As for MMOs with tens of thousands of players on a single instance...you do realise that MMOs are basically already server-side games right? The clients are basically just rendering server-side state and accepting input. If they could manage tens of thousands of players in a single instance they would be doing it already...
for everyone.
So is this going to be like the Play Store, where it's a lot of loot box and gacha game type garbage?
There are good games more traditional games on there too but it's hard to find, Google gives no fucks about giving them attention...
Makes me worry this is just a extension of their current mobile setup.
It is Google so my bet is on VP9 (since it can do HDR 4k) and h.264 for compatibility.I wonder what encoders will be supported and related to that what the bandwidth requirements will be. Can't seem to find solid info.
Hope they support h265 on all platforms.
As an individual in the US who only has access to high latency satellite internet, they might want to reconsider using the word "everyone" in their marketing blurbs.Instantly enjoyable with access for everyone.
I wonder what encoders will be supported and related to that what the bandwidth requirements will be. Can't seem to find solid info.
Hope they support h265 on all platforms.
You can't do h.265 and achieve latency requirements (or h.264 or V8 or v9). You have to generate raw frames (or something close to it) ready for local rendering.
Even compressing (and then decompressing) these raw frames is problematic for latency. Basically any kind of local processing is a latency killer. Even something as routine as double-buffering eats into your latency.
Every single one of these services uses video encoding. Some of them used an internally developed codec but a lot of them right now are h.264. The encoding delay is literally one frame at most. Google is using custom hardware so they may be able to have the native output of the hardware be a encoded streams of data which would have the minimum possible latency.I wonder what encoders will be supported and related to that what the bandwidth requirements will be. Can't seem to find solid info.
Hope they support h265 on all platforms.
You can't do h.265 and achieve latency requirements (or h.264 or V8 or v9). You have to generate raw frames (or something close to it) ready for local rendering.
Even compressing (and then decompressing) these raw frames is problematic for latency. Basically any kind of local processing is a latency killer. Even something as routine as double-buffering eats into your latency.
Maybe it happens, but it is not in Google's interest for their special sauce to benefit your local stuff.
I'm optimistic. I keep imagining Battle Royal games with thousands of players on a single field of battle; or a truly massive MMO with tens of thousands of players in a single instance world (no EU/US server separation).
The scaling opportunities for this are staggering.
I'm not sure a BR with that many players would actually be fun. Part of the appeal to BR is the feeling that while your odds of winning are low, they're not tiny.
A BR match with thousands of players would lack that feature and I rather suspect it would be a non-starter as a result.
As for MMOs with tens of thousands of players on a single instance...you do realise that MMOs are basically already server-side games right? The clients are basically just rendering server-side state and accepting input. If they could manage tens of thousands of players in a single instance they would be doing it already...
BR: teams. It doesn't need to be 1-player wins. Think Helms Deep.
4k 60fps is only impressive if they solve input latency problems, otherwise you get to watch a video of a monster eating your face off...
The whole point of this service is to solve the latency issue, which is actually really hard to solve.
They control the network back bone (but not your local connection) and the servers and the web browser, so they appear to have the capability to solve it.
At 30 fps, your total roundtrip latency has to be under 32 ms, which is pretty damn tight.
over/under on how many years before they pull the plug on it?
I wonder what encoders will be supported and related to that what the bandwidth requirements will be. Can't seem to find solid info.
Hope they support h265 on all platforms.
You can't do h.265 and achieve latency requirements (or h.264 or V8 or v9). You have to generate raw frames (or something close to it) ready for local rendering.
Even compressing (and then decompressing) these raw frames is problematic for latency. Basically any kind of local processing is a latency killer. Even something as routine as double-buffering eats into your latency.
I don't believe that's true. I use h265 for in home streaming all the time with Moonlight and nvidia gamestream from my gaming PC and to my iphone, android tablet, and macbook pro. Hardware encoding and decompression makes for reasonably low lag.
Of course not. This is about trapping those games in the data center, all you get is a video stream.One good thing may come of this. The Stadia servers run Linux with Vulkan. Perhaps that sweet, sweet Google money heading towards video game developers will increase the number of games with Linux ports.
I'm optimistic. I keep imagining Battle Royal games with thousands of players on a single field of battle; or a truly massive MMO with tens of thousands of players in a single instance world (no EU/US server separation).
The scaling opportunities for this are staggering.
I'm not sure a BR with that many players would actually be fun. Part of the appeal to BR is the feeling that while your odds of winning are low, they're not tiny.
A BR match with thousands of players would lack that feature and I rather suspect it would be a non-starter as a result.
As for MMOs with tens of thousands of players on a single instance...you do realise that MMOs are basically already server-side games right? The clients are basically just rendering server-side state and accepting input. If they could manage tens of thousands of players in a single instance they would be doing it already...
BR: teams. It doesn't need to be 1-player wins. Think Helms Deep.
Initial reaction: yeah that's cool.
Actual gameplay: *waiting* ... OH MY GOD WHY DID I CHOOSE ORC THERE'S LIKE 1,000 PEOPLE WAITING IN FRONT OF ME TO CLIMB THIS LADDER AND THEN I JUST GET ARROWED DEAD ANYWAY AND SET BACK 3,000 SPOTS!
Methinks helms deep wasn't there best example.
2. Its exciting because its Linux and Vulkan based ... which could finally put some real support behind Linux as a native gaming platform.
I'm optimistic. I keep imagining Battle Royal games with thousands of players on a single field of battle; or a truly massive MMO with tens of thousands of players in a single instance world (no EU/US server separation).
The scaling opportunities for this are staggering.
I'm not sure a BR with that many players would actually be fun. Part of the appeal to BR is the feeling that while your odds of winning are low, they're not tiny.
A BR match with thousands of players would lack that feature and I rather suspect it would be a non-starter as a result.
As for MMOs with tens of thousands of players on a single instance...you do realise that MMOs are basically already server-side games right? The clients are basically just rendering server-side state and accepting input. If they could manage tens of thousands of players in a single instance they would be doing it already...
BR: teams. It doesn't need to be 1-player wins. Think Helms Deep.
Initial reaction: yeah that's cool.
Actual gameplay: *waiting* ... OH MY GOD WHY DID I CHOOSE ORC THERE'S LIKE 1,000 PEOPLE WAITING IN FRONT OF ME TO CLIMB THIS LADDER AND THEN I JUST GET ARROWED DEAD ANYWAY AND SET BACK 3,000 SPOTS!
Methinks helms deep wasn't there best example.
Okay, well, think Helms Deep, but with any scenario you can come up with on that kind of scale. ;-)
If they figure out some way to provide this while charging $10 or less a month, and build up a substantial library of games - this could be the Netflix of Gaming that people have been positing as inevitable for years.
Stadium, but more than just one.Does google have a marketing team? What the heck is Stadia supposed to mean?
As of right now Google appears to be pitching this to game devs as an actual platform the way console manufacturers do. Wine would be of little use for this there are actual developer toolkits that can ease Windows porting.[url=https://arstechnica.com/civis/viewtopic.php?p=37036063#p37036063 said:":2n49i2xj]2. Its exciting because its Linux and Vulkan based ... which could finally put some real support behind Linux as a native gaming platform.
I also wonder if they are using Wine. I'd totally expect them to, in order to boost their catalog beyond native titles.
As of right now Google appears to be pitching this to game devs as an actual platform the way console manufacturers do. Wine would be of little use for this there are actual developer toolkits that can ease Windows porting.
Almost nobody ports games using Wine (I won't say nobody because I'm pretty sure a few Linux game releases actually literally have been the Windows version packaged with Wine). Wine isn't for porting - it is for end users to run existing software in Linux. These aren't the same thing. And Stadia isn't a Linux PC in the cloud from the user's standpoint - Google isn't interested in users running existing PC games in the cloud.As of right now Google appears to be pitching this to game devs as an actual platform the way console manufacturers do. Wine would be of little use for this there are actual developer toolkits that can ease Windows porting.
Why? Actually "porting" a game using Wine can be quite trivial. Many run already out of the box through it on Linux (especially considering advancements of dxvk and the like), which makes such "porting" almost a zero effort (besides testing). Given Google have powerful backend, Wine can be more than adequate to run games that have no native Linux ports yet, at acceptable performance. It basically gives Google an easy option to expand their catalog with thousands of titles, until more native ones will arrive.
It can beat any existing console by a sheer number of compatible games.
Let's be realistic here (and speculate a bit ) - the datacenter HW is probably EPYC CPU (possibly with some custom flair on data encoder) + variation on Vega 56 (multi-GPU'd) that runs in some kind of virtual machine. This server needs to churn out full frame of graphics data to player each 16.67ms. In optimistic scenario, it could serve some 8 players, more likely 2-4.I'm optimistic. I keep imagining Battle Royal games with thousands of players on a single field of battle; or a truly massive MMO with tens of thousands of players in a single instance world (no EU/US server separation).
The scaling opportunities for this are staggering.
I'm not sure a BR with that many players would actually be fun. Part of the appeal to BR is the feeling that while your odds of winning are low, they're not tiny.
A BR match with thousands of players would lack that feature and I rather suspect it would be a non-starter as a result.
As for MMOs with tens of thousands of players on a single instance...you do realise that MMOs are basically already server-side games right? The clients are basically just rendering server-side state and accepting input. If they could manage tens of thousands of players in a single instance they would be doing it already...
BR: teams. It doesn't need to be 1-player wins. Think Helms Deep. We could have war-games that involve any number of factions with more players in each than we've had in any single-instance MMO or BR to date.
MMO: You're thinking existing games with existing limitations. I'm not thinking another WoW. I'm thinking an actual living, thriving, world on a scale we've yet to see.
it's all scale, and from the sounds of it - this can scale beyond anything we've considered to this point.
As of right now Google appears to be pitching this to game devs as an actual platform the way console manufacturers do. Wine would be of little use for this there are actual developer toolkits that can ease Windows porting.
Why? Actually "porting" a game using Wine can be quite trivial. Many run already out of the box through it on Linux (especially considering advancements of dxvk and the like), which makes such "porting" almost a zero effort (besides testing). Given Google have powerful backend, Wine can be more than adequate to run games that have no native Linux ports yet, at acceptable performance. It basically gives Google an easy option to expand their catalog with thousands of titles, until more native ones will arrive.
I'd modify that to lossy 4k HDR@60hz - at which point, 2k lossless likely looks a lot better.Stadia supports 4k HDR@60hz.I was on the AC Odyssey beta of this and it ran pretty good. The graphics were good, though at times you could tell it was being compressed, and it would have been nice to pick a different resolution (it streams at 1080 but my monitor is 1440). Wasn't really any input lag that I could tell.
Almost nobody ports games using Wine (I won't say nobody because I'm pretty sure a few Linux game releases actually literally have been the Windows version packaged with Wine). Wine isn't for porting - it is for end users to run existing software in Linux. These aren't the same thing. And Stadia isn't a Linux PC in the cloud from the user's standpoint - Google isn't interested in users running existing PC games in the cloud.
over/under on how many years before they pull the plug on it?
My past experience with Google products suddenly disappearing really discourages me from trying this, let alone sink money into it.