Originally posted by Dukenukemx
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Originally posted by Dukenukemx
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it is free and there are no plans to change that. it WAS subscription-only, but they've changed it - and that's the reason a bunch of trolls ran with the first thing they've heard one year ago and they keep repeating it to this day, despite the fact it's no longer true since quite a while.
GFN is GFN, it is not stadia. on stadia there are no performance variations, no queues and so on. nvidia treats GFN like some experiment, providing very limited server resources and as a result, their VMs are shared between players. what's worse, they vary in configuration. what kind of experience you'll get on GFN depends on which VM you'll get, with which GPU, and how loaded the CPU is due to someone already playing there. but as usual, you haven't tried it, so you have no clue.
Originally posted by Dukenukemx
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and in the end, considering game prices these days, game pass subscribers would disagree with you.
Originally posted by Dukenukemx
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the thing is, either it's noticeable, or it isn't, and that depends on the person, game and framerate, as well as the hardware, OS and so on.
Originally posted by Dukenukemx
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heck, lets say you wanna build a gaming pc that will last a few years. midrange rtx cards (xx60) are an obvious choice, due to dlss. rtx 3060? starts at 810 usd here, but out of stock. rtx 2060? 760 usd and above. the most popular kinda-recent gpu in steam statistics, gtx 1650, starts at 340 usd - and is also out of stock. those prices are with vat included, but still, gtx 1650 in a region of rtx 3060 msrp, and you're asking "why not just upgrade your hardware"? some people are reasonable with their money, that's why.
Originally posted by Dukenukemx
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Originally posted by Dukenukemx
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did i say it can't reach 250ms in bad conditions? i suspect it may be an actual reason why google discontinued chromecast ultra, since as you've noted this time, in the chrome browser it's much better.
https://www.youtube.com/watch?v=knmIM8rq560 - 45ms over xbox one x in the chrome browser. assuming 60ms as a baseline on xbox one x, that's in the ballpark of 110ms, so more or less what GN says. two details though, 100ms isn't 250ms, and second, this video is from april 2020, and GN's is even older. meaning, you could have 100-110ms input latency on stadia over a year ago.
exact numbers of course depend on the game - and the game itself has its own input lag, which may vary between platforms, so to get accurate results one would have to compare increase in input lag between stadia and another platform in several games, then average the results.
but lets assume for a moment that nothing has changed for the past year, and that the input latency on stadia when playing in a browser is the same, and that the average increase over local console is 45ms (assuming identical network conditions - unlikely, since stadia got more servers since then). rendering single frame at 30fps takes 33ms. that's one and a half frame delay at 30fps, or 3 frames at 60fps. you get one frame of delay by switching from double to triple buffering alone.
it's not ideal, but most people wouldn't notice it - and again, that's not taking into account any improvements on stadia's servers during past year, and there certainly were some. amount of stadia servers worldwide matters as well - the more servers there are, the higher the chance you'll get one closer to you, reducing input lag. as i've said earlier, my network latency to stadia was in the ballpark of 60ms in the beginning. one month later it dropped to 30ms. they are constantly improving things, that's a fact.
and if you think those values are outrageous and noone in their right mind would be able to tolerate them:
2 frames of input latency (or 4 at 60fps) are nothing new. the average input lag in gears 5 on xbox series x (with widely acclaimed input latency optimizations) is 55ms in 60fps mode, reaching 64ms max. that is considered a GOOD result. anything close to 100-110ms won't be noticeable by most unless they're comparing things side by side, simply because most of the games they've played had input latency above 70ms anyway.
rendering a frame alone takes time - engine has 16ms to render a frame at 60fps, or 33ms at 30fps. compare that with the numbers above and take into account network latency. if i don't feel input lag on stadia, meaning it's most likely within a frame at 30fps, and my network latency to stadia is 30ms, which is - surprise surprise - almost a frame at 30fps, then the network latency is the only overhead, and that's assuming negative latency isn't at work - perhaps the additional latency is lower than 30ms, i don't have the hardware to measure it. all i know is i don't notice it.
and btw, i'm using wired keyboard and mouse, i was rocketjumping in quake decades ago, so when i say input latency isn't a problem when landing headshots, i mean it. i'm not a casual player.
maybe, just maybe, instead of masturbating yourself with numbers, you should just try it, because you clearly didn't think it through what those numbers actually mean, nor have you considered that things got better since then.
Originally posted by Dukenukemx
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what i've said - that you've quoted:
Originally posted by unic0rn
"We continue to see strong growth with time spent on Xbox Live, and look forward to bringing more unprecedented experiences on Xbox One, Windows 10 PC and mobile."
that's why they don't care that much about console sales. they don't need to sell more consoles, they need to sell more subscriptions. there's a reason Spencer said that google and amazon are their main competitor, not sony. it's not about xbox vs playstation, it's about xcloud vs stadia and luna.
"yadda yadda sony sold moar plastic boxes" matters only to playstation fanboys. microsoft couldn't care less.
Originally posted by Dukenukemx
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do everyone a favor and stop trolling. either way, i won't be replying to you anymore.
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