It's seamless on a 150 meg connection.
Starlink has a 40 ms latency and that literally goes to SPACE and back THEN ALSO goes through all of the network routing issues that you're talking about.
So you may be overselling the latency problem.
You may have other issues going on? I don't know why you're getting 500 millisecond delays. I'm certainly not getting that.
https://www.google.com/amp/s/www.forbes.com/sites/johnkoetsi...
(Whether or not you're playing multiplayer isn't really relevant, because those other people are talking to the datacenter, not your local client)
> You may have other issues going on? I don't know why you're getting 500 millisecond delays. I'm certainly not getting that.
I haven't personally tried Stadia, and 500ms wasn't intended as a representative example, it was just an extreme number for the sake of illustration.
I have, though, read reports from lots of people who have "good" internet connections, saying Stadia is noticeably laggy (just look at the top comment on this very post).
To get down to specifics, a latency of >16ms is a lagged frame at 60FPS (which is the standard expectation for the current gen of consoles, and has been the expectation on PC for many years). That time window also has to include actually processing and rendering the game state (you can throw hardware at this part, but only up to a point).
So, that Starlink figure of 40ms will still give you a pretty unideal experience.
Your problem isn't with Stadia... your problem is with physics.
Yeah Stadia doesn't run with 16ms latency at 69fps.
But for casual gamers 30 to 60 fps and 40 milliseconds is perfectly adequate for a multiplayer game especially considering it's run in the browser...and what tons of people use all over the world everyday!
I mean... yes. This is what Stadia is competing with. It's in their marketing materials.
> perfectly adequate for a multiplayer game
If you're referring to the latency that traditional gaming machines have to contend with during online multiplayer, there's still a difference here
For many years now, online multiplayer games have used a technique called Client-side prediction (https://en.wikipedia.org/wiki/Client-side_prediction) to deal with the fact that tens of milliseconds of latency in a game feels terrible. They can't fix the latency itself, but what they can do is apply short-term changes to things like character movement and camera rotation on the client side, with the assumption that those changes will happen regardless of what the server responds with after handling the multi-client inputs. They effectively front-load the little stuff where tiny differences in latency are noticeable, and leave the server to handle the longer-term stuff like collisions and scorekeeping. This keeps interactions instantaneous, even though the shared game state can't be, and maintains a smooth game-feel.
This is impossible to do for cloud gaming, because the "client" itself lives across the network. The actual client sitting in front of you in this case knows nothing about how to render any aspect of the game, it just mirrors a video feed.
It's great that Stadia is working well for you. It's working well for some people. Nothing wrong with enjoying it. I just remain highly skeptical that it's ever going to work well enough for a large enough number of people to be a long-term success.
So I think you may be over estimating how much latency is inherent in the network.
It may not be that I have a low latency connection...maybe you have an exceptionally high latency connection.
Maybe your apartment building has issues with the wiring?
You should really call your landlord. You're really missing out on how cool Stadia is.
https://www.google.com/amp/s/www.forbes.com/sites/johnkoetsi...