• gayspacemarxist [comrade/them, she/her]@hexbear.net
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    3 days ago

    idk how you could ever get acceptable latency with that kind of setup, but ig that’s the essential problem that cloud gaming is trying to solve. iirc it kinda work OK if you have really good wifi signal or ethernet, but any kind of hiccup is extremely noticeable. here’s to hoping physics is on our side on this one.

    • jackmaoist [none/use name]@hexbear.net
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      3 days ago

      Capitalism is about making a monopoly and monetizing shitty solutions. Cappies don’t care about terms like ‘ping’. They’ll jack up hardware prices and force people into renting compute.

    • doodoo_wizard@lemmy.ml
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      2 days ago

      Not to be all “um, actually!” but mmo people are basically cloud gaming and the technology to make all the decisions centrally on a server and then communicate their results clearly to the players while also limiting the type of engagement a player can have with the mechanics has been in active development for three decades now.

        • doodoo_wizard@lemmy.ml
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          1 day ago

          Yeah I agree with you. They’ll just stop designing games that need acceptable lag, like mmos broadly speaking have done.

          I’m explicitly talking about actual latency between the user and the server (it would be a lot easier in a cloud gaming situation to just transmit and receive directly between the high bandwidth, low latency data center all the rendering and processing is happening on and the game server instead of relying on the users Chromebook to act as an intermediary!) here, not early mmos that would do all kinds of crazy shit to try to compensate for it.

    • I use a remote desktop so I can cad on a laptop, and it runs better than it would if it were running locally. Most companies and universities have some sort of remote VM solution so they don’t need to issue ridiculous gaming laptops to everyone who has to run solid works. The technology is here, just not the adaptation.