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TopicCloud Gaming. Anyone tried it?
Sephiroth C Ryu
08/06/18 10:22:11 PM
#5:


His word choice aside, he speaks true.

At best, it would be tolerable for a turn-based RPG or SRPG. You generally don't want that much input lag (ESPECIALLY input lag that can vary from the average at any moment by even a few dozen ms) for something like an action game. Do you really want to play, say, a hard Mario level or Halo, except where your character keeps going for somewhere between 1/5 and 1/3 of a second after you release a button/stick, or where it takes that long for the character to actually start moving again once you do something with the controller? Imagine especially trying to line up a head shot on a moving target, except you have a quarter second of input lag.

A good MMO (with regards to handling lag) like World of Warcraft does a great deal both serverside and in your PC client to smooth things over with communication with each other in attempts to minimize how much you actually see it. This is why you can, for instance, see the abilities you use before the server actually registers them as going off. However, the actual animations and your UI and everything are rendered on YOUR computer. This is why you can very quickly see when stuff happens even when there is a 200-300ms ping time between you and Blizzard's servers.

At best, a "cloud gaming" setup would only really work in a fairly local setting. For instance, being able to play games in a hotel or a cruise ship or something using a controller and your TV, without a computer or console actually being present in your room.
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