I was looking forward to seeing some of the games that would have only been possible on Stadia's architecture. Imagine a Battlefield-style game with a larger map and over 500+ simultaneous players.
Hopefully the games that SG&E do finish showcase what's possible when a developer targets Stadia's strengths.
Why is that sort of game only possible with cloud rendering vs some dedicated server architecture?
I think you'd need to go much higher in terms of how many unpredictable, latency dependent objects are needed on screen before you'd start hitting issues with client side rendering.
Synchronising the game state in games now is exceptionally hard even with 64 players for any sort of latency dependent game. It's a constant grievance in most gaming communities today. If you just have to point a gpu view into the world, then it just depends on how many gpu's you can attach to the server.
>I was looking forward to seeing some of the games that would have only been possible on Stadia's architecture. Imagine a Battlefield-style game with a larger map and over 500+ simultaneous players.
Never. As a game developer you don't want to be tied to a specific system. Never be able to sell it somewhere else.
>I was looking forward to seeing some of the games that would have only been possible on Stadia's architecture. Imagine a Battlefield-style game with a larger map and over 500+ simultaneous players.
Never. As a game developer you don't want to be tied to a specific system.
Hopefully the games that SG&E do finish showcase what's possible when a developer targets Stadia's strengths.