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Google probably doesn't want to pay for DICE to port it, and I'd be surprised if they could port it without a considerable amount of effort that would take away from any work done on the game now.
Cloud platforms don't make squat for money. Like, at all. Nothing sells on Stadia. The only reason many games make the jump is because the team gets paid by Google to bring the game over (usually not a ton, but enough to make some money). It's unfortunate, but that's the way it is with cloud right now : /
Remember when Google was making wild claims about Stadia having input lag prediction and "negative latency"?
I bet NASA would love to use that technology for remote controlling the Mars Rovers.
https://www.pcmag.com/news/google-stadia-will-use-input-prediction-to-reduce-game-lag
- edgecrusherO04 years agoSeasoned Ace@OskooI_007 The tech does exist though, and it works/is used in a lot of games to varying degrees of success.
Comparing it to controls for a rover on mars is impractical and impossible. Designing systems that can predict latency to reduce its impacts should it hit in gaming - where we're talking about miliseconds worth of input lag - is wildly different than designing one that tries to account for the 20 minute delay it takes to communicate between the earth and mars.- OskooI_0074 years agoLegend@edgecrusherO0 Every input lag test I've seen shows cloud gaming has higher input lag than PC and console. I'm interested in learning more about this input prediction technology. I've never heard about it actually being used.
- edgecrusherO04 years agoSeasoned Ace@OskooI_007 It's used in a lot of online games already, especially multiplayer games. There are a number of systems designed to attempt to account for latency issues and resolve them with minimal impact on the overall game. I'll have to find it, but there were some super interesting deep-dives I read in the past on a few different methods that have been used.
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