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Stadia undershot to the tune of “hundreds of thousands” of users

arstechnica.com

11–15 of 15 posts

Re: Stadia undershot to the tune of “hundreds of thousands” of users

#12
post #8

I still can't believe the latency was a non-issue.. but regardless, it's better for Google to pay developers to try to build something and return (some of) their mountains of cash back to the market than hoard it. Would it be good to put a cap on how much cash corporations are allowed to retain on their books? I'm sure they would find a way to game it somehow but might not be a bad idea at least in principle

From reviews, it was and it sank Stadia exactly like 5 other game streaming services before it.

Re: Stadia undershot to the tune of “hundreds of thousands” of users

#13
post #7
post #6

Earlier quoted context omitted.

In what way is Stadia an "unmitigated disaster"? The people I know that actually have it are (to my suprise) quite happy with it.

Do they all have low-latency connections?

not extremely so, but probably also not terrible. (major cities in Germany, so likely mostly fast ADSL. You don't really get below 25ms on DSL due to the last mile, but if the connections and peering from there are good also not much more)

Re: Stadia undershot to the tune of “hundreds of thousands” of users

#14
post #11

Lag make the whole concept dead on arrival. I think there were few dozens of failed "consoles" like that. Gakai, InLive, Shadow, Gainstream... all failed because of latency. There is no trick around c .

Thats what I said too, but after trying it out it does a lot better than expected. For the games I like playing the lag isn't noticeable. During little nightmares 2 I forgot I wasn't playing on a local machine.
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