Comment by Tuna-Fish
18 hours ago
Cloud gaming is flatly non-workable for any kind of game where latency matters. This also covers most of the market for games where anti-cheats matter a lot.
18 hours ago
Cloud gaming is flatly non-workable for any kind of game where latency matters. This also covers most of the market for games where anti-cheats matter a lot.
> Cloud gaming is flatly non-workable for any kind of game where latency matters.
Not if only the rendering is done on the client. Look at rocket league.
Edit: of course, it is still possible to cheat in rocket league, but because all physics state is server authoritative at best a perfectly coded cheat could play like a perfect human, not supernatural.
I'm not familiar with Rocket League but server authoritative netcode is not comparable to cloud gaming. All games should be as server authoritative as possible to prevent cheating from the start. The problem is the client may have more state in memory than what you can see rendered on screen (players behind walls). Running the game on the cloud makes all of that inaccessible to cheats.
How is that a problem if everyone is using it?
People have varying distance to the server, and regardless, it would still feel really crappy for everyone.
People have varying equipment at home anyway, the only way to make it fair is to force people to come to the same room amd play on exact same equipment, a bit like keirin racers in Japan.