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Re:John Carmack on QuakeWorld latency and business model (1996) by sly010 on Wednesday May 15, 2019 @09:13AM (#19919033)
TVs has been so slow for so long anyway. I suspect we will just have a ton of point and click style games or games that are mostly simulations with relatively uninteresting inputs but with potentially bigger visuals, or casual games where even 300ms+ latency doesn't make much of a difference. For better or worse, reflex (time) based games will just not be played on Stadia by serious gamers. We have VR for that now.
Re:John Carmack on QuakeWorld latency and business model (1996) by deckard1 on Wednesday May 15, 2019 @12:18PM (#19920910)
> We have VR for that now.

VR actually introduces further latency problems. With a TV, your typical PS4 can cover up latency issues with spectacle, as you mentioned. That's a big reason I suspect so many console games feel like a movie today, with tons of cutscenes and quick time events. I've been playing a lot of Bloodborne lately, and while it's an action game, it's still incredibly slow compared to something like Quake.

But with VR, when you move your head you expect the world to feel as if it is real. A TV is artificial, and latency is not an intrusion in the experience. But with VR, latency is felt on a deeper level. Potentially resulting in headaches and nausea.

The funny thing is that John Carmack is riding the state-of-the-art decades later on this front as well: https://www.wired.com/2013/02/john-carmacks-latency-mitigati...

Re:John Carmack on QuakeWorld latency and business model (1996) by PhasmaFelis on Wednesday May 15, 2019 @09:26AM (#19919156)
> For better or worse, reflex (time) based games will just not be played on Stadia by serious gamers.

True, but don't overestimate the importance of "serious gamers" to the industry's bottom line. IIRC, mobile gaming is now making more money than all PC and home systems combined.