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Re:John Carmack on QuakeWorld latency and business model (1996) by bni on Wednesday May 15, 2019 @02:30AM (#19916907)
There was modem dialup between two players though. Among my circle of friends in 94/95 there was someone who wanted to play DOOM every night. The games was often coordinated during the day at school, or later by phone.

Also I agree that is not a given that "Cloud gaming" will take off. We have emerging VR were latency is absolutely critical, even more so than for FPS e-sports

Re:John Carmack on QuakeWorld latency and business model (1996) by FooHentai on Wednesday May 15, 2019 @05:38PM (#19924038)
Yeah I remember that. There were also some gaming-specific low-latency premium-rate dialup services (e.g. Wireplay in the UK) that hosted game servers on-net. With the right TCP/IP settings and Modem firmware, you could get very close to the minimum theoretical modem latencies with barely any jitter, and it made a big difference.