Comment by moksly

5 years ago

Are 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.

nvidia 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/

  • I used both. When time came to Play cyberpunk, I went for Stadia.

    It runs a lot better (streaming quality, glitches, start-up times) are incredible. Using Stadia in general is a polished (yet basic) experience. In contrast Nvidia very much felt like a hack. Log-in in my steam account, seeing weird window glitches.

    I see a lot of comments negative on stadia here,based on bias rather then actual experience. Stadia is nothing short of tech star even with its downsides compare to the rest of the market.

    • I can't speak about Nvidia, but we just hosted a ~25 person LAN party at work and decided to go with Stadia... never again. Some people couldn't even make an account because they didn't have a credit card (even though we planned to mostly play free titles). Literally every game needed 20-40 minutes before we finally got everyone in - we never pinpointed the root cause, but a combination of restarting Chrome (emptying cache), relogging into Stadia, rebooting PCs and re-hosting a match, we managed to play a few titles. In a couple cases, we just gave up trying to get more than a handful of people in the game. Some people couldn't ever get their keyboard or mouse working in some titles (myself included, one game in particular was fine for awhile, then suddenly my mouse stopped registering in-game - rebooting and having the host restart the server didn't help - googling my issue says I'm not alone).

      Some of these titles I've played multiplayer via Steam without any of the related issues, granted Steam/Stadia is an apples/oranges comparison.

      At the end I suggested we try Armagetron. 2.7MB download and runs on Mac/Win/Linux/Potatoes. I started up a private server and we were running a 16-player game without any issues in literally 5 minutes.

  • Yeah I don't see how nVidia doesn't dominate this market. Their product just makes way more sense.

    To even get on Stadia you have to port to their custom Linux distribution, which is a pretty huge ask for most games.

    • Publishers specifically pulled out of Geforce Now because they didn't like the idea of people not having to buy the game again.

  • Unfortunately Stadia is the only one that supports 4K (I'm a casual user of Nvidia's service since it was in beta)

    • Does 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.

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The 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?

  • Because 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.

    • Maybe 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.

  • Doing 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

    • > 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.

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    • Still 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.

    • Apple'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.

I 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

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

  • Yours is a thoughtful post and doesn't deserve a quick, dismissive response, so I want to hedge the following just by acknowledging that.

    I'd say your problems 1-3 can be summarized by saying you don't think there's a market for it. I don't think I agree. The prospective market for it is probably console gamers who want to play PC games that aren't ported to their console.

    Even CP2077 might be an example of this, because from what I've heard the performance is absolutely terrible on consoles, and if you haven't already spent heavily on an upgraded computer with a graphics card that's going to set you back $1K, you probably can't play it there either. So if you're the stereotypical console gamer, who doesn't care about perfect graphics and the lowest possible latencies, Stadia is going to sound like a pretty decent deal.

    And that's before you get to exclusives.

    • - CP2077 could be viewed as a one time inter-generational fluke, where a project was designed with the ambition of PS5, then half-heartedly fitted into a PS4. Once people get their next gen consoles, this use case probably goes away. Can you imagine a lot more of these CP2077-like scenarios that justify being a Stadia user?

      - Stadia will be just as vulnerable to "exclusive content fragmentation" as consoles. Now that they've shuttered their internal studio, they will in fact, be constantly on the defensive in the war of exclusive content.

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  • I hate doing this, but I feel like I need to pick at each of your described hurdles, because I think each of them make assumptions or assertions that don't hold up.

    1. You claim PC gamers do it for the hardware as much as the software. Let's assume the data backs that - it certainly seems like it's likely to be true. And I'm biased in wanting to believe it too, because I like to build and revel in the machines that run the games I own. What isn't true is that those same people, people like me, cannot also be attracted to things like Stadia.

    2. Services like Stadia do not replace the many games that people play on the many devices that already exist. It's not a "one or the other" thing. They allow those devices to play more games.

    The biggest flaw is in suggesting that casual gamers (a term which is flawed for many other reasons) wouldn't be a potential market for a thing like Stadi. Mobile game sales account for almost half of ALL game related sales. 48%, in fact. $76 billion in sales. A thing like Stadia means that people can play more games on their devices.

    And let me say, games on Stadia play incredibly well on my iPad that's a few generations old. That's very attractive. Being able to play PC quality games on my iPad when I travel is worth every penny. I'd even argue it's easier to play games on Stadia than it is to play natively installed games. With Stadia, there's no downloading of the game, no installing, not time wasted waiting for updates. You just turn it on, and it works.

    First, where you say "casual gamers", I think what you're trying to say is "people who play games on their mobile devices." You go on to describe the abilities that mobile devices have. While I won't dispute that, one thing I think you're missing is that services like Stadia make it even easier to play games on those devices that don't exist for those devices, or will at some future date, optimized to run on those mobile devices.

    I'll probably beat this horse to death, but to compare: I was playing Cyberpunk 2077 on my iPad through Stadia minutes after it was available. It took nearly a day before I could run it on my PC, and after the first several patches I just stopped bothering. Granted, the game is a beautiful mess, but the point is: it was effortless on the iPad, and has been ever since. Not only that, but I can switch to my iPhone, or to my PC and pick up right where I left off. If I do it quick enough, the game just unpaused when I jump to the new device. And I can travel and still play. There's no way my PC, with its UV reactive liquid cooling is going to travel with me.

    3. Stadia starter kit is optional. Stadia is free. Do you have a controller? Keyboard and mouse? A web browser? You're good. There is no required subscription fee. You buy the games, and they cost the same as console games. So yeah, if you have a device that can run modern browsers, you don't need to buy a console.

    4. I assume when you mention latency, you mean "input latency" - meaning, the time it takes for the game to react to your button press or mouse movement. There are indeed hard limits to how low input latency can be. The game cannot update its entire model and render it in 0ms. It has to make calculations based on your inputs, then show you what changed. But that's not the only constraint. Consider the entire picture: a target on the screen moves, and you need to shoot it. If you're good, it'll take you about 100ms to react. Most people can't react in less than 150ms. It takes 5-10ms to transmit your reaction over USB. It takes the simulation any number of milliseconds to process and tell the monitor to redraw itself. Let's assume the processing time of the game engine is 0ms. The best monitors will add 2ms to the clock.

    So, from your human reaction to the resulting frame, at best, it takes from 107ms to react to something on screen and see the results of your reaction.

    And that's on your PC. No networking.

    What does Stadia add? On a good connection, it'll add 20-30ms. To be fair, that's what I've seen on my pretty normal cable company internet connection over 5ghz Wifi. With most games, you'd never notice the extra time. Are you going to notice it as a pro gamer playing FPS competitively? Probably.

    Your assertion that Stadia will die is about the most right thing you've said. Even with a market, Google tends to kill things seemingly at random. What will help it die quicker is if Nvidia's service is able to outperform Stadia in terms of simplicity and streaming speeds.

    But saying streaming based gaming won't find a market reminds me a lot of what the cable companies and Blockbuster used to say about Netflix.

    • >So, from your human reaction to the resulting frame, at best, it takes from 107ms to react to something on screen and see the results of your reaction.

      People can perceive delays smaller than their reaction window. For argument I'll say it's 50ms is the perceivability barrier, since we seem to throwing numbers around here. I can get 50 or 60 ms lag on my wifi often, and I would say that I have a pretty good connection. So therefore, the input lag potential with stadia is significant. 60 > 50.

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    • > What does Stadia add? On a good connection, it'll add 20-30ms

      I can’t ping my router and get consistent latency that low.

      Latency on speed tests varies between 15 (off peak no load) and 100ms (normal).

      There is no way that by the time that all adds up, stadia is going to be a better experience than local.

      My internet is also shared with other people, in a country with notoriously subpar internet (yay Australia), the closer we get to reality, the less appealing stadia becomes. The kind of game streaming I could get behind is the rainway/local streaming approach where I run the game on local hardware (pc/PS5) and stream to convenient device.

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  • One quick nitpick: The latency in streaming isn't as bad as you'd think

    Most AAA games already have 200+ ms delays between pressing a button and anything happening on-screen. So there's plenty of room to redesign things to work around that latency in a lot of games

    (This obviously doesn't apply to high-end play on twitch shooters or fighting games though, those are pretty much screwed when it comes to streaming)

    • >> Most AAA games already have 200+ ms delays between pressing a button and anything happening on-screen. So there's plenty of room to redesign things to work around that latency in a lot of games

      Source please?

      I have produced / designed / managed a few AAA games in my life and none of them had a 200ms latency between when you pressed a button and something happened on screen. That delay would be horrible for a fighting game or a driving game. How are you even defining "something happening on screen"?

      Let's suppose you are right, that there is a longish latency between when your input is polled and when the game systems fully react. That happens to some extent in RTSs, because changes in the game state are synchronized. But in that case the delay isn't going to hide the network latency, it is going to be added on top of the network latency.

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    • > Most AAA games already have 200+ ms delays between pressing a button and anything happening on-screen

      Absolutely false, and I don't know where you got that from.

      If there was a game that had that kind of latency between input and reaction, people would notice and the reviews would be horrible.

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    • Wow, I didn't realize it was that high. I stand corrected.

      I think most of the above still applies, but maybe expand "it'll be good enough for some people" to include some portion of average console-gamers (assuming the rest of the productization is done right, and assuming those console-gamers have fairly good internet)

      The thing is that, even there, if you're putting it on a TV you're likely not going to want to plug in your Macbook or whatever. Which means, if you don't already have a console, you're going to be buying dedicated hardware regardless. Which significantly cuts into the "savings"/"no-purchase" angle, and steepens the question of "what's the point of this?"

      One thought though: Microsoft could use this as a way to keep last-gen console owners engaged. At some future date when the Xbox Series Y or Z or whatever comes out, people with a Series S might still be able to play the latest games by streaming them. They're using dedicated hardware that plugs into a TV, but it's hardware they already bought which is essentially being repurposed.

      Edit: Another thing is that the subscription model and the streaming model don't have to go hand-in-hand. I think game subscriptions are absolutely the future, but I think there will always be a market for devices that download and run those subscribed games locally.

    • At 30 fps a 200ms lag would be over 6 frames of delay between input and the action happening on screen. Can you point to any examples of AAA games that actually have this much input lag?

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    • > So there's plenty of room to redesign things to work around that latency in a lot of games

      This is one of the worst parts of game Streaming - games potentially being designed around it, making them worse for everyone else.

  • You don't need to buy a Stadia controller to play Stadia.

    It's free with an optional subscription for games and 4k.

    • The confusing messaging around that question has been a big part of the problem

      Regardless though, I think buying full-priced games that you don't actually own is the real non-starter. These aren't $0.99 songs on iTunes; these are $60 investments.