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Google Stadia - any support for Unigine?


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Google announced Stadia today.  We're extremely interested in making use of it.  Are there any plans to support it with Unigine?

https://www.polygon.com/2019/3/19/18272856/google-stadia-gdc-2019-announcement

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Hello David,

Hard to be concrete about Stadia since it's just released. Of course, we're looking at streaming technologies and more likely that we will make a move towards them in the near future. As I understood from release notes, Stadia works on Linux-based OS, so, basically, that means Unigine can run on their servers.

May I ask you what's your interest in Stadia and similar services?

Thanks.

How to submit a good bug report
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FTP server for test scenes and user uploads:

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Hi Morbid,

We're working on a large scale combat simulation game for the consumer entertainment market.  If we were able to stream the game to users, we could not only harness more power for AI and other advanced processes, but we could also avoid giant downloads that may required by our project.  We have a very large terrain area and being able to stream the game would mean we would not have to compress terrain data as much, increasing quality even further, while also avoiding a giant install footprint for our userbase.  Not to mention, our product would likely be playable on a mobile device if we are able to adapt controls.  The possibilities are really enormous for us and could really take the project to another level.  Simply not having users to download such a large install would be worth it on its own.  Having extra power in a cloud environment for even more AI and complex behaviors at a small scale open up so many ideas for improving features. 

We have heard that Microsoft may be preparing a similar platform, so we are watching this movement in the industry very closely. 

Thanks! 

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Problem of these technologies is input lag. For comfortable gaming you need inpunt lag under 20ms (pro gamer would require even less) and I think it is impossible to get to such number via any streaming service, no matter what technology you use, because speed of light is our limit, you cant go under some number. And these numbers are surprisingly high. If you route your traffic through several countries, you cant go under 50ms, each router add some ms, so in this example for streamed game it is 50 + 50 + server render/compression time. Not comfortable for FPS, in case of VR you would probably vomit very fast. So these technologies will be usable only for some type of games and my guess is, that it will be big fail because of that. Like it was already several times. In theory it would be great and potential is enormous, but physics is physics.

Edited by demostenes
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@demostenes

No doubt, you are correct, but our game would not need twitch reflexes to play effectively.  Some input lag would be acceptable. And, it's becoming quite clear that streaming is going to be a large part of the gaming industry, especially with the way some companies have invested in the infrastructure needed to make it happen.  Not sure if you watched Google's presentation, but it seems they are making a large commitment to reducing input lag wherever possible.

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Guys, take a look at Digital Foundry analysis video - they were able to test performance and input lag and I must say - this looks very promising:

 

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I don't know if other similar product exists and I haven't tested it but reviews about it are good : https://shadow.tech/int

Instead of streaming a single game they offer to stream a full Windows environment.

The gaming experience seems to be great now, they had some issues on the beginning but now solved

https://www.tomshardware.fr/test-shadow-ghost-cloud-gaming-performances-benchmark/

https://translate.google.com/translate?hl=fr&sl=auto&tl=en&u=https%3A%2F%2Fwww.tomshardware.fr%2Ftest-shadow-ghost-cloud-gaming-performances-benchmark%2F

It requires for sure FTTH and ethernet but fiber coverage is growing fast.

If a small company can do it...

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