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#feeling vindicated but not particularly uhh. schadenfreude'd cause a LOT of people worked there. and I still don't get it
legionofpotatoes · 2 years
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hate to I-told-you-so this topic but the moment, the second it was announced I was SURE that stadia would crash and burn. as did onlive before it and any other similar pipe dream. Today's global internet infrastructure paired with the ever-growing fidelity standards from competitors makes cloud gaming such a weirdly obvious dead-on-arrival concept yet still google of all companies puts hundreds of millions into pushing it? I swear it felt stupid even back then. especially with the backroom politicking for acquiring triple A ports and double-especially with the laughable attempts to subsume established studios into exclusivity deals. How was this ever going to work.
I'm sorry, to be clear like I know the theoretical tech exists; I realize there is a way for me to play a game that outputs a 4K 60hz signal that renders halfway across the globe in a server farm that blazes data so fast that I barely notice input lag, I know that's all possible; but how does it take millions of dollars' worth of R&D and countless false starts from a leading tech giant to realize that it is simply not scalable? At all?? Was there ever a version of this that was going to revolutionize and undercut the market, realistically? Was it simply a matter of unlucky business decisions that failed to jam this square peg into a round hole? Did it really technically work well in developing countries with limited bandwidth and booming console sales? Am I missing something?
How was this ever considered mass market feasible??
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