[IGN] EA Launches Surprise Cloud Gaming Trial With Four Games - Page 2 - Overclock.net - An Overclocking Community

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[IGN] EA Launches Surprise Cloud Gaming Trial With Four Games

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post #11 of 44 (permalink) Old 09-11-2019, 01:39 AM
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Quote: Originally Posted by huzzug View Post
Looking at the bright side, if these many companies are jumping on it, it must be doable.
Until you run out of bandwidth because you're receiving video to play the game.

You think the problems Netflix has faced were bad... this looks too much like bandwidth-bait-n-switch from the ISP's that'll start charging you for live-streaming bandwidth.
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post #12 of 44 (permalink) Old 09-11-2019, 01:52 AM - Thread Starter
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post #13 of 44 (permalink) Old 09-11-2019, 04:47 AM
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Quote: Originally Posted by prjindigo View Post
Until you run out of bandwidth because you're receiving video to play the game.

You think the problems Netflix has faced were bad... this looks too much like bandwidth-bait-n-switch from the ISP's that'll start charging you for live-streaming bandwidth.
This will not change the ISP's business model one bit. They do charge you for over consumption of alloted datacap now and they'll do so when streaming gains popularity as well.

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post #14 of 44 (permalink) Old 09-11-2019, 06:30 AM
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like I said in another thread. This coming console is likely the last one with an optical drive.

I'll be getting a PS9000 IF it has genuine/free emulated backward compatibility. Which means i'm probably not buying one. I'll go buy one of those expensive ass PS3 testers if I have to.

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post #15 of 44 (permalink) Old 09-11-2019, 11:29 AM
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Quote: Originally Posted by huzzug View Post
This will not change the ISP's business model one bit. They do charge you for over consumption of alloted datacap now and they'll do so when streaming gains popularity as well.
I'm not sure exactly what they'll be doing but video streams typically have quite high inter-frame compression and games (at least as they're output from the game engine) don't have any. They'll either have to encode some streamable format on-the-fly with a couple of frames in the buffer to get some inter-frame compression which will add some more frames of input lag or a game stream will be a lot higher bandwidth than a video stream?


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post #16 of 44 (permalink) Old 09-11-2019, 11:34 AM
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Was searching about offline access to cloud files in general. You can get it in some cases and store some of it on your pc but it's use is limited because it's only stale data. But will someone like a modder figure out a way to create an offline version of a cloud game? Which doesn't sound legal at this point.
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post #17 of 44 (permalink) Old 09-11-2019, 11:57 AM
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Quote: Originally Posted by huzzug View Post
Looking at the bright side, if these many companies are jumping on it, it must be doable.
EA more than likely just see it as a method of eliminating piracy. They mandated that all their developers have an always online/multiplayer component to all of their games for that very reason and whilst I haven't played any EA games in a while I can't see their position having changed.

Quote: Originally Posted by Darren9 View Post
I'm not sure exactly what they'll be doing but video streams typically have quite high inter-frame compression and games (at least as they're output from the game engine) don't have any. They'll either have to encode some streamable format on-the-fly with a couple of frames in the buffer to get some inter-frame compression which will add some more frames of input lag or a game stream will be a lot higher bandwidth than a video stream?
You only really need to render one frame ahead for encoding and most games render 1-2 frames ahead anyway, since the encoding is usually based on the state of the video in the last frame/key frame. At the moment however streaming services use third party software on top of a given game to encode the video into a streamable format, that obviously adds input lag and you can probably reduce that by doing the encoding in engine which I believe is the entire point of Stadia.

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post #18 of 44 (permalink) Old 09-11-2019, 12:08 PM
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Did you know that EA was in the Guinness World Book of Records?

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post #19 of 44 (permalink) Old 09-11-2019, 12:57 PM
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Quote: Originally Posted by huzzug View Post
Looking at the bright side, if these many companies are jumping on it, it must be doable.
It's not LOL. But there is money to be made by corporations, that's why they jump on it when creating servers from available cloud services is cheap to them.

Nvidia, EA, M$+Sony, Google, ... most of these are jumping on cloud gaming since 2018 but there were and are services way older, like 10 years older even that exist or were bought up by these giants.
If you ever tried cloud gaming before when it was free, you would know just how bad it is for the user/customer, doesn't matter that the server is local in your country and at a low network latency, the other latencies add to it and 1080p60 for selected games, the difference to running a game locally is damn obvious unless one plays some chill games that are mostly for consolers as those don't care about snappy responsiveness for 3D FPS view etc.

There is money to be made especially if M$ and Sony start selling thin consoles aka a glorified smartphone with HDMI port where bulk of heavy lifting is done in cloud with a bad latency penalty which for many of the consoles games in 2D, 3rd person view, etc. doesn't matter that much for the people playing them on consoles.

Renting hardware especially GPUs makes sense for businesses that need to perform compute and are not latency sensitive.

Can you imagine playing with VR on cloud gaming? OMG, they better send you puke bags for free. VR especially needs as low latency as possible to a point where even traditional buffering and latencies in drivers etc. are a problem to still resolve, they interpolate what they don't get just to keep it fakely smooth so it's at least usable, but first you need that low latency, doesn't matter that you get 1000fps if it's delayed by 1s lol.
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post #20 of 44 (permalink) Old 09-11-2019, 02:45 PM
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Quote: Originally Posted by JackCY View Post
It's not LOL. But there is money to be made by corporations, that's why they jump on it when creating servers from available cloud services is cheap to them.

Nvidia, EA, M$+Sony, Google, ... most of these are jumping on cloud gaming since 2018 but there were and are services way older, like 10 years older even that exist or were bought up by these giants.
If you ever tried cloud gaming before when it was free, you would know just how bad it is for the user/customer, doesn't matter that the server is local in your country and at a low network latency, the other latencies add to it and 1080p60 for selected games, the difference to running a game locally is damn obvious unless one plays some chill games that are mostly for consolers as those don't care about snappy responsiveness for 3D FPS view etc.

There is money to be made especially if M$ and Sony start selling thin consoles aka a glorified smartphone with HDMI port where bulk of heavy lifting is done in cloud with a bad latency penalty which for many of the consoles games in 2D, 3rd person view, etc. doesn't matter that much for the people playing them on consoles.

Renting hardware especially GPUs makes sense for businesses that need to perform compute and are not latency sensitive.

Can you imagine playing with VR on cloud gaming? OMG, they better send you puke bags for free. VR especially needs as low latency as possible to a point where even traditional buffering and latencies in drivers etc. are a problem to still resolve, they interpolate what they don't get just to keep it fakely smooth so it's at least usable, but first you need that low latency, doesn't matter that you get 1000fps if it's delayed by 1s lol.
VR is something of a special case, since the perceived location of virtual objects needs to be maintained. It is a little different when you have a user very quickly moving their head whilst trying to render virtual objects in such a way that it creates the illusion that they have a fixed position several feet away. It's generally considered that you can allow for ~30ms of latency on VR hardware before it becomes noticeable, compared to the ~100ms you would expect on an average PC at 60 fps.

From the few tests I could find Stadia is at ~188ms so it would probably suck balls for FPS or other twitch-based games it but may be acceptable for stuff like RPGs or strategy games. Obviously it would be inferior to playing on your own computer, but then people would probably question it if you dragged your £5,000.00 E-ATX tower and 120hz ultra-wide in to work with you to play games on your lunch break.

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