this post was submitted on 28 Oct 2024
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[–] [email protected] 6 points 6 days ago* (last edited 6 days ago) (1 children)

At least for me in the US, performance was very good. I was able to 100% Sekiro, for example.

The reason I think it was a freebie is:

  1. Everyone was stuck in-doors about six months after launch
  2. Everybody wanted to play videogames, but no one could get GPUs and the console situation was not great
  3. Cyberpunk ~~2022~~ 2077 came out and tons of people wanted to play it. It ran terribly on consoles and on PCs, but surprisingly well on Stadia at launch

It may have still failed altogether anyway, but the fact that they didn't seize this opportunity, and instead stuck by their absolutely confusing-as-fuck "like Netflix but not really; first let me explain how this works" subscription model, always gets me.

Edit: Cyberpunk 2077 🤦🏻‍♂️

[–] [email protected] 9 points 6 days ago* (last edited 6 days ago)

but the fact that they didn’t seize this opportunity

honestly, I think they did try, and ran into the unfortunate reality of physics

to make that product work, you need reliable high throughput (this is helped by codecs), sufficient juggle-able GPU space (this is helped by being a gear-hogging first-in-line monopolist), and lastly the casual little requirement of actually being close enough to your customer base

iirc US cost to coast latency is around 65~70ms (so 2x that is the upper timebound for player interactivity, obvs there it'd be less because more local DCs though). just from me to europe is 165msec+, with a far less predictable path throughput. the scale economics to launch a DC for this in ZA (even to serve subsaharan africa all the way up to kenya) just plain doesn't work, and there are many more places in the world where it doesn't

it'll be interesting to see if a retrospective as to why it failed leaks out of that biz someday