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Re:Testing Google Stadia [video] by ablation on Tuesday November 19, 2019 @06:52AM (#21572176)
Eurogamer also did a tech review, and actually did find it laggy: https://www.eurogamer.net/articles/digitalfoundry-2019-stadi...

Also, they found that to get the best performance from it, it sucked down in the region of 20gb per hour of data. Which is a lot for countries with capped internet allowances.

Re:Testing Google Stadia [video] by m0xte on Tuesday November 19, 2019 @06:58AM (#21572196)
Yeah considering people complain about game updates running 50Gb of traffic once every few months this is going to be a big issue for a lot of people.

Also I suspect this is not something that will sit on any CDNs due to the specialist nature so this is going to transit much further than the ISP's edge.

Re:Testing Google Stadia [video] by dharma1 on Tuesday November 19, 2019 @07:16AM (#21572273)
It's streaming video, so depending on your settings, about the same as Netflix I would think?
Re:Testing Google Stadia [video] by ealexhudson on Tuesday November 19, 2019 @07:51AM (#21572428)
Pre-prepared streaming video will compress much better: amongst other things, modern codecs will send frames out-of-sequence in order to better compress, have motion prediction, stuff like that. Even if this system is willing to spend the compute to do high-level compression, they don't have the data from future frames yet that will allow them to get down as low as you can go.

Equally, because you know so much about the scene, there are many more opportunities to do smart video compression - however, those would be extremely difficult to take advantage of.

Re:Testing Google Stadia [video] by taneq on Tuesday November 19, 2019 @09:05AM (#21572882)
> Equally, because you know so much about the scene, there are many more opportunities to do smart video compression

Ultimately they could cache textures, models etc. on the client system and only transmit data about the players' locations and inputs. Then the codec would render the game on the client... hey wait.

Re:Testing Google Stadia [video] by IronBacon on Tuesday November 19, 2019 @09:48AM (#21573308)
> they don't have the data from future frames yet that will allow them to get down as low as you can go.

They could potentially implement something similar to Retroarch's runahead feature, but I suppose it would requires support from the game itself and more infrastructure so probably not feasible...

Re:Testing Google Stadia [video] by grenoire on Tuesday November 19, 2019 @07:15AM (#21572263)
What surprised me with their measurements is that the baseline Xbox One X lag is also quite high, but I suppose it doesn't matter if both are measured the same way.
Re:Testing Google Stadia [video] by pcroh on Tuesday November 19, 2019 @07:26AM (#21572321)
I played GTA 5 on the PS4 and the input lag is simply pathetic. If that's the baseline, surely Stadia can win.
Re:Testing Google Stadia [video] by govg on Tuesday November 19, 2019 @07:30AM (#21572340)
Is this due to the game being poorly optimized for the PS4, or because the TV adds some lag? I have heard that TV lag can be reduced by turning on "Game mode" or equivalents.
Re:Testing Google Stadia [video] by pcroh on Tuesday November 19, 2019 @07:53AM (#21572438)
No, other games perform fine. TV correctly set up (I know what you mean, some TVs have frame interpolation to fake 60 fps which adds lag) and gamepad connected via cable.
Re:Testing Google Stadia [video] by ablation on Tuesday November 19, 2019 @07:33AM (#21572350)
Yes, but people will be injecting more frames of lag into their already laggy inputs with Stadia. I'm not sure this passes muster.