Google claims Stadia could overcome latency by predicting user inputs

Google Stadia to be “faster and more responsive” than local gaming, but there's a catch

Google Stadia to be “faster and more responsive” than local gaming, but there's a catch

Speaking to Edge magazine in Issue 338, Majd Bakar has said that "in a year or two", Stadia could potentially "have games running faster and feel more responsive in the cloud... regardless of how powerful the local machine is".

Google sure has some bold plans for its Stadia game streaming service: "negative latency". This 'lag mitigation' buffer will be populated through a range of techniques, including increasing the framerate to reduce input lag at the server side and also predicting the player's inputs so that the game can begin the process of responding before the input signal is even received.

Google probably knows what you did last summer, so predicting what you might do next when playing a game could be well within its machine learning tech abilities. If I'm playing a branching narrative game like Life is unusual or Until Dawn, how will it know what choices I'm going to make? How would it work with FPSes? As PC Gamer noted, one game developer on Twitter suspected that the predictive button pressing feature is not some kind of promise that Stadia will come with aim assist or press buttons for players-that would kind of ruin the experience-but instead is just branding talk for branch prediction.

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The service will require an internet connection with a minimum download speed of 25Mbps for 1080p or 30Mbps for 4K game streaming at 60fps.

Obviously there is no such thing as "negative latency", which seems more like marketing jargon than anything. In the middle of an intense shootout in an FPS, with multiple enemies, fast response from the game is imperative. Sounds great in theory, but it's not a method that's completely accurate. But I guess we'll be able to see this in action ourselves, in a year or two.

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