Does this mean we'll be able to have timely bug-fix patches for PC? Since the "2-week Stadia certification time" can't be used as an excuse anymore?
TechMaybeHic wrote: »
Jamie_Aubrey wrote: »Used it once, was a laggy mess
TechMaybeHic wrote: »
What assets were moved server side because of Stadia?
alternatelder wrote: »Don't tell me anyone is surprised Google shut down yet another project.
alternatelder wrote: »Don't tell me anyone is surprised Google shut down yet another project.
I'm not.
Of all the game streaming services Stadia always seemed like the worst option since you had to buy the games from their store, couldn't play any of your currently owned games using their hardware and if you wanted to give up the service you were forced to also give up all the content you purchased with it.
I am frankly very surprised that they are refunding all hardware and software purchases made through their Play or Stadia store.
TechMaybeHic wrote: »TechMaybeHic wrote: »
What assets were moved server side because of Stadia?
The patch when Stadia was added, they reduced the client side by like 2/3 the size moving to the server. They did not say it was for Stadia. Just claimed it was to just make for smaller client and patches. But 2 and 2 together...
Either way; massive position desyncs and performance got much worse then. And it was awful until PCNA server upgrades so..kind of tells me servers got overloaded
alternatelder wrote: »Don't tell me anyone is surprised Google shut down yet another project.
I'm not.
Of all the game streaming services Stadia always seemed like the worst option since you had to buy the games from their store, couldn't play any of your currently owned games using their hardware and if you wanted to give up the service you were forced to also give up all the content you purchased with it.
I am frankly very surprised that they are refunding all hardware and software purchases made through their Play or Stadia store.
the1andonlyskwex wrote: »
Blaming Stadia is a baseless conspiracy theory peddled by people who don't understand how Stadia works. As far as the ESO servers are concerned, Stadia is just a Linux PC with power comparable to a PS4 Pro or Xbox One X.
Also, reducing client size has a lot more to do with optimizing art assets than it does with moving computations around.
moving forward, subsequent incremental patches will occur every other week. If an emergency arises, we’ll of course work with Stadia to get a patch published ASAP. So in general, PC incrementals will now occur bi-weekly, but if needed, we can update quickly.
the1andonlyskwex wrote: »
Blaming Stadia is a baseless conspiracy theory peddled by people who don't understand how Stadia works. As far as the ESO servers are concerned, Stadia is just a Linux PC with power comparable to a PS4 Pro or Xbox One X.
Also, reducing client size has a lot more to do with optimizing art assets than it does with moving computations around.
ZOS decide to match the PC incremental patch cadence to match with Stadia's, which means necessary PC patches which went through without red tape before, now had to be approved by Stadia certification.
As mentioned heremoving forward, subsequent incremental patches will occur every other week. If an emergency arises, we’ll of course work with Stadia to get a patch published ASAP. So in general, PC incrementals will now occur bi-weekly, but if needed, we can update quickly.
the1andonlyskwex wrote: »the1andonlyskwex wrote: »
Blaming Stadia is a baseless conspiracy theory peddled by people who don't understand how Stadia works. As far as the ESO servers are concerned, Stadia is just a Linux PC with power comparable to a PS4 Pro or Xbox One X.
Also, reducing client size has a lot more to do with optimizing art assets than it does with moving computations around.
ZOS decide to match the PC incremental patch cadence to match with Stadia's, which means necessary PC patches which went through without red tape before, now had to be approved by Stadia certification.
As mentioned heremoving forward, subsequent incremental patches will occur every other week. If an emergency arises, we’ll of course work with Stadia to get a patch published ASAP. So in general, PC incrementals will now occur bi-weekly, but if needed, we can update quickly.
I was talking about ZOS allegedly moving calculations / assets to the server because of Stadia. I agree that the change in patch cadence was caused by Stadia certification/review requirements.
the1andonlyskwex wrote: »the1andonlyskwex wrote: »
Blaming Stadia is a baseless conspiracy theory peddled by people who don't understand how Stadia works. As far as the ESO servers are concerned, Stadia is just a Linux PC with power comparable to a PS4 Pro or Xbox One X.
Also, reducing client size has a lot more to do with optimizing art assets than it does with moving computations around.
ZOS decide to match the PC incremental patch cadence to match with Stadia's, which means necessary PC patches which went through without red tape before, now had to be approved by Stadia certification.
As mentioned heremoving forward, subsequent incremental patches will occur every other week. If an emergency arises, we’ll of course work with Stadia to get a patch published ASAP. So in general, PC incrementals will now occur bi-weekly, but if needed, we can update quickly.
I was talking about ZOS allegedly moving calculations / assets to the server because of Stadia. I agree that the change in patch cadence was caused by Stadia certification/review requirements.
I've seen that floating around in the forums since U25 dropped, like this one
Hard to say as ZOS says that the client resizing was to remove redundant datafiles.
And why wouldn't it make sense for how Stadia works? Stadia is a PC running on a Google farm, yes? Wouldn't reducing the client size by moving assets/calculations to server reduce storage space needed/server load and costs for Google? The client size reduced by ~15GB after U25, that seems pretty substantial (Not saying it's true)
Like, pre U25 ESO client would need 80GB per Stadia player, vs. 66GB per Stadia player post U25
the1andonlyskwex wrote: »the1andonlyskwex wrote: »the1andonlyskwex wrote: »
Blaming Stadia is a baseless conspiracy theory peddled by people who don't understand how Stadia works. As far as the ESO servers are concerned, Stadia is just a Linux PC with power comparable to a PS4 Pro or Xbox One X.
Also, reducing client size has a lot more to do with optimizing art assets than it does with moving computations around.
ZOS decide to match the PC incremental patch cadence to match with Stadia's, which means necessary PC patches which went through without red tape before, now had to be approved by Stadia certification.
As mentioned heremoving forward, subsequent incremental patches will occur every other week. If an emergency arises, we’ll of course work with Stadia to get a patch published ASAP. So in general, PC incrementals will now occur bi-weekly, but if needed, we can update quickly.
I was talking about ZOS allegedly moving calculations / assets to the server because of Stadia. I agree that the change in patch cadence was caused by Stadia certification/review requirements.
I've seen that floating around in the forums since U25 dropped, like this one
Hard to say as ZOS says that the client resizing was to remove redundant datafiles.
And why wouldn't it make sense for how Stadia works? Stadia is a PC running on a Google farm, yes? Wouldn't reducing the client size by moving assets/calculations to server reduce storage space needed/server load and costs for Google? The client size reduced by ~15GB after U25, that seems pretty substantial (Not saying it's true)
Like, pre U25 ESO client would need 80GB per Stadia player, vs. 66GB per Stadia player post U25
Where do I start?
1) Reducing client size has nothing to do with moving calculations to the server. Client size is driven by graphics and sound, neither of which are handled on the ESO servers because ZOS doesn't want to waste bandwidth streaming that stuff. The reduction in size was almost certainly due to removal of redundant assets and/or changes in texture compression, neither of which have any impact on the server.
2) Stadia is the least size-limited platform there is because it can use one copy of the game for multiple users/clients. This was even part of their marketing because it enabled some Stadia-exclusive features in other games.
3) This thread is literally the first time I've ever seen anyone try to link the client size changes to server performance. Usually claims about Stadia causing server overload revolve around misconceptions that the ESO servers are the Stadia client, or that Google's Stadia servers are too slow to run a normal game client. As far as the ESO servers are concerned, Stadia is just a Linux client, and it's about as powerful as a PS4 Pro or Xbox One X (while the old ESO client ran fine on much weaker hardware like the base PS4 and Xbox One).
the1andonlyskwex wrote: »TechMaybeHic wrote: »TechMaybeHic wrote: »
What assets were moved server side because of Stadia?
The patch when Stadia was added, they reduced the client side by like 2/3 the size moving to the server. They did not say it was for Stadia. Just claimed it was to just make for smaller client and patches. But 2 and 2 together...
Either way; massive position desyncs and performance got much worse then. And it was awful until PCNA server upgrades so..kind of tells me servers got overloaded
Blaming Stadia is a baseless conspiracy theory peddled by people who don't understand how Stadia works. As far as the ESO servers are concerned, Stadia is just a Linux PC with power comparable to a PS4 Pro or Xbox One X.
Also, reducing client size has a lot more to do with optimizing art assets than it does with moving computations around.
the1andonlyskwex wrote: »the1andonlyskwex wrote: »the1andonlyskwex wrote: »
Blaming Stadia is a baseless conspiracy theory peddled by people who don't understand how Stadia works. As far as the ESO servers are concerned, Stadia is just a Linux PC with power comparable to a PS4 Pro or Xbox One X.
Also, reducing client size has a lot more to do with optimizing art assets than it does with moving computations around.
ZOS decide to match the PC incremental patch cadence to match with Stadia's, which means necessary PC patches which went through without red tape before, now had to be approved by Stadia certification.
As mentioned heremoving forward, subsequent incremental patches will occur every other week. If an emergency arises, we’ll of course work with Stadia to get a patch published ASAP. So in general, PC incrementals will now occur bi-weekly, but if needed, we can update quickly.
I was talking about ZOS allegedly moving calculations / assets to the server because of Stadia. I agree that the change in patch cadence was caused by Stadia certification/review requirements.
I've seen that floating around in the forums since U25 dropped, like this one
Hard to say as ZOS says that the client resizing was to remove redundant datafiles.
And why wouldn't it make sense for how Stadia works? Stadia is a PC running on a Google farm, yes? Wouldn't reducing the client size by moving assets/calculations to server reduce storage space needed/server load and costs for Google? The client size reduced by ~15GB after U25, that seems pretty substantial (Not saying it's true)
Like, pre U25 ESO client would need 80GB per Stadia player, vs. 66GB per Stadia player post U25
Where do I start?
1) Reducing client size has nothing to do with moving calculations to the server. Client size is driven by graphics and sound, neither of which are handled on the ESO servers because ZOS doesn't want to waste bandwidth streaming that stuff. The reduction in size was almost certainly due to removal of redundant assets and/or changes in texture compression, neither of which have any impact on the server.
2) Stadia is the least size-limited platform there is because it can use one copy of the game for multiple users/clients. This was even part of their marketing because it enabled some Stadia-exclusive features in other games.
3) This thread is literally the first time I've ever seen anyone try to link the client size changes to server performance. Usually claims about Stadia causing server overload revolve around misconceptions that the ESO servers are the Stadia client, or that Google's Stadia servers are too slow to run a normal game client. As far as the ESO servers are concerned, Stadia is just a Linux client, and it's about as powerful as a PS4 Pro or Xbox One X (while the old ESO client ran fine on much weaker hardware like the base PS4 and Xbox One).
2. You're saying multiple players can play using the same installed client in Stadia? That seems highly unlikely. Do you have any source for that? Like the entire Stadia playerbase is running off a 66GB ESO client? Or 5 players per client?
3. Not really, it's been discussed a lot before. I even found a previous comment from you on a thread from Feb 2021 while googling
the1andonlyskwex wrote: »the1andonlyskwex wrote: »the1andonlyskwex wrote: »the1andonlyskwex wrote: »
Blaming Stadia is a baseless conspiracy theory peddled by people who don't understand how Stadia works. As far as the ESO servers are concerned, Stadia is just a Linux PC with power comparable to a PS4 Pro or Xbox One X.
Also, reducing client size has a lot more to do with optimizing art assets than it does with moving computations around.
ZOS decide to match the PC incremental patch cadence to match with Stadia's, which means necessary PC patches which went through without red tape before, now had to be approved by Stadia certification.
As mentioned heremoving forward, subsequent incremental patches will occur every other week. If an emergency arises, we’ll of course work with Stadia to get a patch published ASAP. So in general, PC incrementals will now occur bi-weekly, but if needed, we can update quickly.
I was talking about ZOS allegedly moving calculations / assets to the server because of Stadia. I agree that the change in patch cadence was caused by Stadia certification/review requirements.
I've seen that floating around in the forums since U25 dropped, like this one
Hard to say as ZOS says that the client resizing was to remove redundant datafiles.
And why wouldn't it make sense for how Stadia works? Stadia is a PC running on a Google farm, yes? Wouldn't reducing the client size by moving assets/calculations to server reduce storage space needed/server load and costs for Google? The client size reduced by ~15GB after U25, that seems pretty substantial (Not saying it's true)
Like, pre U25 ESO client would need 80GB per Stadia player, vs. 66GB per Stadia player post U25
Where do I start?
1) Reducing client size has nothing to do with moving calculations to the server. Client size is driven by graphics and sound, neither of which are handled on the ESO servers because ZOS doesn't want to waste bandwidth streaming that stuff. The reduction in size was almost certainly due to removal of redundant assets and/or changes in texture compression, neither of which have any impact on the server.
2) Stadia is the least size-limited platform there is because it can use one copy of the game for multiple users/clients. This was even part of their marketing because it enabled some Stadia-exclusive features in other games.
3) This thread is literally the first time I've ever seen anyone try to link the client size changes to server performance. Usually claims about Stadia causing server overload revolve around misconceptions that the ESO servers are the Stadia client, or that Google's Stadia servers are too slow to run a normal game client. As far as the ESO servers are concerned, Stadia is just a Linux client, and it's about as powerful as a PS4 Pro or Xbox One X (while the old ESO client ran fine on much weaker hardware like the base PS4 and Xbox One).
2. You're saying multiple players can play using the same installed client in Stadia? That seems highly unlikely. Do you have any source for that? Like the entire Stadia playerbase is running off a 66GB ESO client? Or 5 players per client?
3. Not really, it's been discussed a lot before. I even found a previous comment from you on a thread from Feb 2021 while googling
That other thread is talking about calculations being moved, not about the reduced client size. They're totally unrelated, and neither has anything to do with Stadia.
As for multiple clients running off of one copy of the game, this article touches on it a little bit: https://dzone.com/articles/a-first-look-at-google-stadia
The short version is that Stadia clients live in Google data centers and just access the shared data center storage. It may seem weird if your only experience with computing is a home environment, but it's a lot faster and more efficient to have one super-fast (and super expensive) storage device that everyone on the network can access than it is for everyone to have their own (relatively slow) local copies of everything. Most likely there's one copy of each game client in each data center (to keep latency down), but there definitely isn't any need for every client to have it's own copy of every game.
the1andonlyskwex wrote: »the1andonlyskwex wrote: »the1andonlyskwex wrote: »the1andonlyskwex wrote: »
Blaming Stadia is a baseless conspiracy theory peddled by people who don't understand how Stadia works. As far as the ESO servers are concerned, Stadia is just a Linux PC with power comparable to a PS4 Pro or Xbox One X.
Also, reducing client size has a lot more to do with optimizing art assets than it does with moving computations around.
ZOS decide to match the PC incremental patch cadence to match with Stadia's, which means necessary PC patches which went through without red tape before, now had to be approved by Stadia certification.
As mentioned heremoving forward, subsequent incremental patches will occur every other week. If an emergency arises, we’ll of course work with Stadia to get a patch published ASAP. So in general, PC incrementals will now occur bi-weekly, but if needed, we can update quickly.
I was talking about ZOS allegedly moving calculations / assets to the server because of Stadia. I agree that the change in patch cadence was caused by Stadia certification/review requirements.
I've seen that floating around in the forums since U25 dropped, like this one
Hard to say as ZOS says that the client resizing was to remove redundant datafiles.
And why wouldn't it make sense for how Stadia works? Stadia is a PC running on a Google farm, yes? Wouldn't reducing the client size by moving assets/calculations to server reduce storage space needed/server load and costs for Google? The client size reduced by ~15GB after U25, that seems pretty substantial (Not saying it's true)
Like, pre U25 ESO client would need 80GB per Stadia player, vs. 66GB per Stadia player post U25
Where do I start?
1) Reducing client size has nothing to do with moving calculations to the server. Client size is driven by graphics and sound, neither of which are handled on the ESO servers because ZOS doesn't want to waste bandwidth streaming that stuff. The reduction in size was almost certainly due to removal of redundant assets and/or changes in texture compression, neither of which have any impact on the server.
2) Stadia is the least size-limited platform there is because it can use one copy of the game for multiple users/clients. This was even part of their marketing because it enabled some Stadia-exclusive features in other games.
3) This thread is literally the first time I've ever seen anyone try to link the client size changes to server performance. Usually claims about Stadia causing server overload revolve around misconceptions that the ESO servers are the Stadia client, or that Google's Stadia servers are too slow to run a normal game client. As far as the ESO servers are concerned, Stadia is just a Linux client, and it's about as powerful as a PS4 Pro or Xbox One X (while the old ESO client ran fine on much weaker hardware like the base PS4 and Xbox One).
2. You're saying multiple players can play using the same installed client in Stadia? That seems highly unlikely. Do you have any source for that? Like the entire Stadia playerbase is running off a 66GB ESO client? Or 5 players per client?
3. Not really, it's been discussed a lot before. I even found a previous comment from you on a thread from Feb 2021 while googling
That other thread is talking about calculations being moved, not about the reduced client size. They're totally unrelated, and neither has anything to do with Stadia.
As for multiple clients running off of one copy of the game, this article touches on it a little bit: https://dzone.com/articles/a-first-look-at-google-stadia
The short version is that Stadia clients live in Google data centers and just access the shared data center storage. It may seem weird if your only experience with computing is a home environment, but it's a lot faster and more efficient to have one super-fast (and super expensive) storage device that everyone on the network can access than it is for everyone to have their own (relatively slow) local copies of everything. Most likely there's one copy of each game client in each data center (to keep latency down), but there definitely isn't any need for every client to have it's own copy of every game.
Where does the article talk about multiple clients running off of one copy of the game?
the1andonlyskwex wrote: »the1andonlyskwex wrote: »the1andonlyskwex wrote: »the1andonlyskwex wrote: »the1andonlyskwex wrote: »
Blaming Stadia is a baseless conspiracy theory peddled by people who don't understand how Stadia works. As far as the ESO servers are concerned, Stadia is just a Linux PC with power comparable to a PS4 Pro or Xbox One X.
Also, reducing client size has a lot more to do with optimizing art assets than it does with moving computations around.
ZOS decide to match the PC incremental patch cadence to match with Stadia's, which means necessary PC patches which went through without red tape before, now had to be approved by Stadia certification.
As mentioned heremoving forward, subsequent incremental patches will occur every other week. If an emergency arises, we’ll of course work with Stadia to get a patch published ASAP. So in general, PC incrementals will now occur bi-weekly, but if needed, we can update quickly.
I was talking about ZOS allegedly moving calculations / assets to the server because of Stadia. I agree that the change in patch cadence was caused by Stadia certification/review requirements.
I've seen that floating around in the forums since U25 dropped, like this one
Hard to say as ZOS says that the client resizing was to remove redundant datafiles.
And why wouldn't it make sense for how Stadia works? Stadia is a PC running on a Google farm, yes? Wouldn't reducing the client size by moving assets/calculations to server reduce storage space needed/server load and costs for Google? The client size reduced by ~15GB after U25, that seems pretty substantial (Not saying it's true)
Like, pre U25 ESO client would need 80GB per Stadia player, vs. 66GB per Stadia player post U25
Where do I start?
1) Reducing client size has nothing to do with moving calculations to the server. Client size is driven by graphics and sound, neither of which are handled on the ESO servers because ZOS doesn't want to waste bandwidth streaming that stuff. The reduction in size was almost certainly due to removal of redundant assets and/or changes in texture compression, neither of which have any impact on the server.
2) Stadia is the least size-limited platform there is because it can use one copy of the game for multiple users/clients. This was even part of their marketing because it enabled some Stadia-exclusive features in other games.
3) This thread is literally the first time I've ever seen anyone try to link the client size changes to server performance. Usually claims about Stadia causing server overload revolve around misconceptions that the ESO servers are the Stadia client, or that Google's Stadia servers are too slow to run a normal game client. As far as the ESO servers are concerned, Stadia is just a Linux client, and it's about as powerful as a PS4 Pro or Xbox One X (while the old ESO client ran fine on much weaker hardware like the base PS4 and Xbox One).
2. You're saying multiple players can play using the same installed client in Stadia? That seems highly unlikely. Do you have any source for that? Like the entire Stadia playerbase is running off a 66GB ESO client? Or 5 players per client?
3. Not really, it's been discussed a lot before. I even found a previous comment from you on a thread from Feb 2021 while googling
That other thread is talking about calculations being moved, not about the reduced client size. They're totally unrelated, and neither has anything to do with Stadia.
As for multiple clients running off of one copy of the game, this article touches on it a little bit: https://dzone.com/articles/a-first-look-at-google-stadia
The short version is that Stadia clients live in Google data centers and just access the shared data center storage. It may seem weird if your only experience with computing is a home environment, but it's a lot faster and more efficient to have one super-fast (and super expensive) storage device that everyone on the network can access than it is for everyone to have their own (relatively slow) local copies of everything. Most likely there's one copy of each game client in each data center (to keep latency down), but there definitely isn't any need for every client to have it's own copy of every game.
Where does the article talk about multiple clients running off of one copy of the game?
Do you really think each individual client has petabytes of storage? If you understand anything about data centers it's clear that's how it works from the section titled "storage".
Here's another article with a direct quote from a Google VP: https://thegeek.games/2019/03/29/how-could-google-stadia-have-better-games-than-an-ordinary-console/
"If a developer can look at the resources that we can bring to bear on a game they can go orders of magnitude greater in terms of every player inside a world having a persistent memory that lasts over the entire span of the game. You could have tens of thousands of NPCs, all of whom have a complex relationship with each other and with the player – and it’s persistent. That requires a huge amount of local database that you can’t do in a discrete, standalone machine”
He's saying that Stadia allows you to do things that are only possible when you have shared storage that is "local" to every client in the datacenter.
This isn't a particularly outlandish concept. Having applications installed in shared storage is a standard feature of modern computing clusters (as well as old-school mainframe computers).
However, it could only be utilised if it’s a Google Stadia-exclusive game
the1andonlyskwex wrote: »the1andonlyskwex wrote: »the1andonlyskwex wrote: »the1andonlyskwex wrote: »the1andonlyskwex wrote: »
Blaming Stadia is a baseless conspiracy theory peddled by people who don't understand how Stadia works. As far as the ESO servers are concerned, Stadia is just a Linux PC with power comparable to a PS4 Pro or Xbox One X.
Also, reducing client size has a lot more to do with optimizing art assets than it does with moving computations around.
ZOS decide to match the PC incremental patch cadence to match with Stadia's, which means necessary PC patches which went through without red tape before, now had to be approved by Stadia certification.
As mentioned heremoving forward, subsequent incremental patches will occur every other week. If an emergency arises, we’ll of course work with Stadia to get a patch published ASAP. So in general, PC incrementals will now occur bi-weekly, but if needed, we can update quickly.
I was talking about ZOS allegedly moving calculations / assets to the server because of Stadia. I agree that the change in patch cadence was caused by Stadia certification/review requirements.
I've seen that floating around in the forums since U25 dropped, like this one
Hard to say as ZOS says that the client resizing was to remove redundant datafiles.
And why wouldn't it make sense for how Stadia works? Stadia is a PC running on a Google farm, yes? Wouldn't reducing the client size by moving assets/calculations to server reduce storage space needed/server load and costs for Google? The client size reduced by ~15GB after U25, that seems pretty substantial (Not saying it's true)
Like, pre U25 ESO client would need 80GB per Stadia player, vs. 66GB per Stadia player post U25
Where do I start?
1) Reducing client size has nothing to do with moving calculations to the server. Client size is driven by graphics and sound, neither of which are handled on the ESO servers because ZOS doesn't want to waste bandwidth streaming that stuff. The reduction in size was almost certainly due to removal of redundant assets and/or changes in texture compression, neither of which have any impact on the server.
2) Stadia is the least size-limited platform there is because it can use one copy of the game for multiple users/clients. This was even part of their marketing because it enabled some Stadia-exclusive features in other games.
3) This thread is literally the first time I've ever seen anyone try to link the client size changes to server performance. Usually claims about Stadia causing server overload revolve around misconceptions that the ESO servers are the Stadia client, or that Google's Stadia servers are too slow to run a normal game client. As far as the ESO servers are concerned, Stadia is just a Linux client, and it's about as powerful as a PS4 Pro or Xbox One X (while the old ESO client ran fine on much weaker hardware like the base PS4 and Xbox One).
2. You're saying multiple players can play using the same installed client in Stadia? That seems highly unlikely. Do you have any source for that? Like the entire Stadia playerbase is running off a 66GB ESO client? Or 5 players per client?
3. Not really, it's been discussed a lot before. I even found a previous comment from you on a thread from Feb 2021 while googling
That other thread is talking about calculations being moved, not about the reduced client size. They're totally unrelated, and neither has anything to do with Stadia.
As for multiple clients running off of one copy of the game, this article touches on it a little bit: https://dzone.com/articles/a-first-look-at-google-stadia
The short version is that Stadia clients live in Google data centers and just access the shared data center storage. It may seem weird if your only experience with computing is a home environment, but it's a lot faster and more efficient to have one super-fast (and super expensive) storage device that everyone on the network can access than it is for everyone to have their own (relatively slow) local copies of everything. Most likely there's one copy of each game client in each data center (to keep latency down), but there definitely isn't any need for every client to have it's own copy of every game.
Where does the article talk about multiple clients running off of one copy of the game?
Do you really think each individual client has petabytes of storage? If you understand anything about data centers it's clear that's how it works from the section titled "storage".
Here's another article with a direct quote from a Google VP: https://thegeek.games/2019/03/29/how-could-google-stadia-have-better-games-than-an-ordinary-console/
"If a developer can look at the resources that we can bring to bear on a game they can go orders of magnitude greater in terms of every player inside a world having a persistent memory that lasts over the entire span of the game. You could have tens of thousands of NPCs, all of whom have a complex relationship with each other and with the player – and it’s persistent. That requires a huge amount of local database that you can’t do in a discrete, standalone machine”
He's saying that Stadia allows you to do things that are only possible when you have shared storage that is "local" to every client in the datacenter.
This isn't a particularly outlandish concept. Having applications installed in shared storage is a standard feature of modern computing clusters (as well as old-school mainframe computers).
Now could you play ESO on an PC account on Stadia? As in you played on PC at home but on stadia then on the road?alternatelder wrote: »Don't tell me anyone is surprised Google shut down yet another project.
I'm not.
Of all the game streaming services Stadia always seemed like the worst option since you had to buy the games from their store, couldn't play any of your currently owned games using their hardware and if you wanted to give up the service you were forced to also give up all the content you purchased with it.
I am frankly very surprised that they are refunding all hardware and software purchases made through their Play or Stadia store.