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rllmuk

Hass

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  1. I think the opportunity here is huge. I've got a load of friends who aren't interested in the cost of a console for what would almost certainly be occasional usage. Plus this opens up a similar concept to shareware and demos which never worked in the previous generations because the download was so prohibitive. It almost certainly won't get the absolute purists but maybe that's not a problem if developers start building to the platform's strengths.
  2. https://arstechnica.com/gaming/2019/06/stadias-e3-doom-eternal-demo-made-me-a-cloud-gaming-believer/ More positive feedback, sounds like the same demo environment as the previous reviewer.
  3. Wherever it is it's consistently less than 5ms away round trip
  4. So Doom works on Stadia fine over Ethernet by the sound of it: https://www.gizmodo.co.uk/2019/06/i-played-doom-on-a-chromebook/ I'd say that's my use case covered.
  5. Played this for a few hours yesterday on the One X. They've pushed a pretty significant rebalance that nerfs the UMP9 which was ridiculously OP. Overall, the game runs really nicely (although I'm running with an SSD which I think makes a big difference on Xbox). Plus I got a dinner.
  6. Engadget are reporting that xcloud was really good hands on. I reckon MS are gonna push Scarlett from xcloud hard.
  7. I'm more interested in physics than sparkly things. I'm hoping that world malleability starts to become something next gen.
  8. The point is that the laws of physics aren't prohibitive for this model to work. The core parts of the "overhead" get done as hardware and the network's much more robust than it used to be. There are reasons this model won't work, but Physics isn't one of them.
  9. The laws of physics are just fine. Just ping google.com and (unless you're living on the moon) this is totally feasible.
  10. Pre-orders give you a good signal of initial paid demand given that you've likely got a global supply chain and need to make decisions about what hardware goes where to get it closest to the majority of your users. Then you make reasonable assumptions of the paid to free ratio per region. This is analogous to why consoles go on pre-order, they have a supply chain for day 1 to map out.
  11. I think it's probably highly likely that if you're the type of person who's already got a rig capable of 4k at 60fps, pushes this to 100fps just to "be safe", has a 144hz low latency monitor, hard wired Ethernet connection and low input devices, then you'll almost certainly be disappointed with streaming based services.
  12. It's Steam that's gonna get shafted by this I reckon. My guess is that you'll quickly see publishers shifting their PC back catalogue over to expand the revenue stream based off an easy conversion. We'll then be left with two streaming platforms split by content. I just hope cross-play happens so the only difference is who you're paying.
  13. Because you can extrapolate local regional demand for free from the existing demand for pro.
  14. There's still a single machine and a single gpu behind each running game irrespective of the fidelity so their infrastructure directly scales on number of users. This is almost certainly a way to manage the predicted global demand to wherever these things are located.
  15. The competition isn't launching in 2019 anyway AFAICT. If I were Google, I'd much rather a good product launch with constrained demand on the service than a success disaster.
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