My thought
Not really. Jez said there is noticable lag, but this Ars article clearly doesnt have that.
Also this is still testing the service in perfect conditions.
Could you do the same test with stadia next time you go hands on with it?I was with Kyle when he was reviewing his first clip, and he almost put the numbers down as double the "latency" until realizing he'd recorded in 240fps slow-mo, not 120fps. Our jaws both dropped.
Again, yes, we'll see how this all plays out in the wild with more tests on more smartphones/laptops and more software, but it's not like the devices Kyle used were secretly connected with invisible Ethernet adapters. Like, dang, Microsoft.
I was with Kyle when he was reviewing his first clip, and he almost put the numbers down as double the "latency" until realizing he'd recorded in 240fps slow-mo, not 120fps. Our jaws both dropped.
Again, yes, we'll see how this all plays out in the wild with more tests on more smartphones/laptops and more software, but it's not like the devices Kyle used were secretly connected with invisible Ethernet adapters. Like, dang, Microsoft.
Absolutely meaningless. There wont be cloud servers every 400 miles throughout the country with everyone on the best possible connection that exists. Nothing has changed, this is DOA as far as america goes
FWIW, a friend got in 1st on Rayman Legends on Wii U many times on the online leader boards with a TV that had Motion Smoothing on which made it over 100ms. She tried it on the gamepad itself sometimes and got off set since it has much better response time on there (less than HDMI can do btw). So yeah, there it proves you can adapt to it.
Sooo, if this is possible, and Xcloud comes this October, doesn't it make the upcoming consoles less exciting? I wonder what the Teraflop power of Xcloud will be.
Hasn't MS been working on getting servers up and running around the US for a long time? Having 1 in many major cities in the most populous states is a good bet, I'd say.
Doesnt 63 ms local input-lag seem like a very big lag? Are there any comparisons?
Im having hard time understanding this. So the input lag means the total time that is inbetween you pressing a button and the character moving on screen? So the "input lag" consists of atleast your controller's input lag, your screen's input lag (refreshrate), your hardware's lag (frametime) and whatever the streaming causes on top of that.(?)
So if my controller's input lag is 10 ms, screen's is 1 ms (like most monitors seem to have), the game is rendered at 120 fps (ie 8 ms) and streaming causes 10 ms on top of that (im just throwing these numbers out of my ass), does that mean that the over all input lag is 10+1+8+10=29 ms?
You have no idea what you are talking about. Perfect conditions my ass. Then again looking at your post history with anything MS related it makes sense.Not really. Jez said there is noticable lag, but this Ars article clearly doesnt have that.
Also this is still testing the service in perfect conditions.
That's like saying the PS5 and next gen Xbox are DOA in America since a whole lot of American households can't afford to pay $399+ for a game console.
the fact that halo 5 over xCloud would have less input lag than titanfall 2 local is... remarkable
Lol people want this to fail so bad. It's kinda sad to read stuff like thisAbsolutely meaningless. There wont be cloud servers every 400 miles throughout the country with everyone on the best possible connection that exists. Nothing has changed, this is DOA as far as america goes
The local version would still be lower if they could optimize it to CoD levels.That's the thing, people need to look at the actual numbers, not all games have the same input lag. What we should start to see in the future are games that are optimized for lower latency. See Call of Duty Infinity warfare for example. A game like Killzone Shadowfall would actually have lower latency than the local version if it would be optimized to run with a 39.3 ms latency like call of duty.
Those conference conditions are always perfect for pretty much everything you are showing. And why wouldnt they Be, because people are getting their first experiences for stuff there.
Absolutely meaningless. There wont be cloud servers every 400 miles throughout the country with everyone on the best possible connection that exists. Nothing has changed, this is DOA as far as america goes
The local version would still be lower if they could optimize it to CoD levels.
You cannot compare third person to first-person tho.It's going to have less lag than RDR2 and a lot of people liked that game.
The test is probably faulty. If the servers are really 400 miles away this is breaking the speed of light lol
I got to try this out last night with Halo and was very impressed. I mean i was also thinking well this was a controlled environment so it's not like they are going to show it off broken lol. I did overhear that the same tech used by their azure servers is the same that will run on our consoles to stream. So I imagine technically you can set up your own controlled environment and make it as fast as you want with your own internet. I know this is old news with PS4 and others but if there really is some secret sauce behind this that's real it could be the leap it needs.
I can't say I would consider an E3 showfloor really a controlled environment. A controlled environment is in a conference room/lab in Redmond, Washington. At E3 they're subject to network traffic that they can't account for along with having a pretty high amount of devices connecting through the same network.
I can't say I would consider an E3 showfloor really a controlled environment. A controlled environment is in a conference room/lab in Redmond, Washington. At E3 they're subject to network traffic that they can't account for along with having a pretty high amount of devices connecting through the same network.
Absolutely what was shown off should not be brushed off by anyone just because it was at e3, but I also can't blame anyone for being skeptical until they see it work on their own network and device. The big impression here is that when I played Halo I didn't get the feeling I was playing at a disadvantage and that's an impression to build upon for me.
I sensed that Stillwell wasn't satisfied, and he suddenly made a suggestion. He got the attention of one of the demo workers and asked them to unplug one of the units and put it back on Wi-Fi. He was taking a risk. Interesting!
I was handed an untethered phone-controller combo running Halo 5. No Ethernet cable, just Wi-Fi in a room no doubt still full of signals from nearby reporters walking around with mobile hotspots.
The result? Halo 5 ran fine. I tried it for a couple of minutes. It was mostly smooth. I saw a framerate hitch or two but was largely fine running around, shooting and swinging an energy sword. At one point, the graphics got blotchy, but they snapped back to a clear resolution.
I handed the unit back. I'd had the experience I had expected from the get-go. It ran well enough that the tech seems viable to me as a way to check in on a game when I'm not near my console. It didn't run so well that I'm ready to throw my console out and just play games this way. And it all happened in an unusual setting that is nothing like where I normally play games, so I can't really judge it. I also can't tell what I'd think of this service if it cost a lot of money or if it was a free service or perk of Xbox Live Gold or what.
Is there an article about this brain thing?I wish that there was more science on how lag in video games actually interacts with our reflexes, which have their own set of lag, and our brains, which are constantly behind, and constantly making predictions about the future to make up for it. (When you're moving at a walking pace, your brain is about 10cm behind you -- it's a miracle that we don't bump into stuff more than we do.)
Thank you.
Absolutely meaningless. There wont be cloud servers every 400 miles throughout the country with everyone on the best possible connection that exists. Nothing has changed, this is DOA as far as america goes
I was with Kyle when he was reviewing his first clip, and he almost put the numbers down as double the "latency" until realizing he'd recorded in 240fps slow-mo, not 120fps. Our jaws both dropped.
Again, yes, we'll see how this all plays out in the wild with more tests on more smartphones/laptops and more software, but it's not like the devices Kyle used were secretly connected with invisible Ethernet adapters. Like, dang, Microsoft.