Re:A network analysis on cloud gaming: Stadia, GeForce Now a...
by birdyrooster on Saturday January 30, 2021 @05:48PM
(#25973816)
I agree that people will settle for less, but I am arguing Google has always been aiming for AAA titles and markets it that way.
Also DisplayPort 2.0 bandwidth is mostly for supporting VR where visual artifacts and low fidelity lead to motion sickness for a huge demographic.
Re:A network analysis on cloud gaming: Stadia, GeForce Now a...
by d0gbread on Saturday January 30, 2021 @06:07PM
(#25973950)
I have Stadia, love it, and don't care that much about quality. I care that it's console-free and on the two TVs I bounce between, or wherever else.
Re:A network analysis on cloud gaming: Stadia, GeForce Now a...
by elondaits on Sunday January 31, 2021 @08:35AM
(#25978702)
Marketing AAA titles does not mean catering to people who are into high end graphics... e.g. I have a MBP, a PS4 and a Switch. None of these can run Cyberpunk 2077 (properly) or MS Flight Sim (at all). I have no plans or wishes to buy a high end Windows rig... BUT I would play via the cloud, just to experience these games, and would not care if there are some compression artifacts (currently unnoticeable when I stream 4k movies) or if they are capped at 30fps.
I only fear latency, which is what makes games unplayable to me... I live in Argentina and the best ping I can get on Fortnite is 50ms, using servers in Brazil. There are few territories with low ping in the world.
Re:A network analysis on cloud gaming: Stadia, GeForce Now a...
by ReactiveJelly on Sunday January 31, 2021 @02:18AM
(#25976851)
What's VR got to do with it? Sure, Stadia might never work for VR.
Sure, VR might one day be a big part of the gaming market. It won't be soon, and it will probably never be the entire market.
How many people play Minecraft?
edit: There's a population that cares about graphics, but the population that doesn't is bigger and collectively has more money. Just look at the mobile gaming market.