Not exactly, since they aren't opinionated in the game engine, they can't control what "primitives" are being used to render.. they probably just encode video
are there any affordances for prediction or replay? you could try to help network latency by having the server resimulate a small period of time roughly equivalent to the client's network delay - it's not perfect without client-side prediction but it could help
It's possible, but harder than traditional client/server paradigm since the client here is generic so the predictablity should be based on something other than heuristics
I'm thinking about simple ML to predict inputs and feedbacks. Since the amount of data generated in the streaming is massive and well structured, it looks like a possible approach
That's exactly my approach! I'm sending canvas commands instead of pixels, which makes things faster
That said.. I don't think stadia could do that since it's not opinionated about the game engine. Unless they go really deep on the graphics card instructions instead, but then it becomes comparable to pixel rendering I guess
My approach lives in some place between video streaming and data streaming in terms of performance
It's not intended to be faster than a proper client that brings a lot of logic and information that diminish the amount of information required to be transfered
My proof of concept is more about: Can my dev exp be much better without relying on the video streaming approach? (which is havier)
Yeah.. As people are playing and I'm watching their feedbacks it is becoming clear to me that the main source of input delay comes from the distance to the server.. the whole game is running in a single machine in SFO, so it makes total sense this bad exp in europe
I think this is inevitable unless I add some optimism/interpolation in the client
Also, thanks for the feedback! I will fix the Abstra landing page
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