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Did stadia cause skill delay?

relentless_turnip
relentless_turnip
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Please don't close this thread, it is not intended to spread a conspiracy theory. My intention is to discuss where and why these issues occurred. I would love a developer to dismiss this rather than silence it. Thanks in advance.

I was hoping someone who knew what they were talking about could weigh in. Someone mentioned it in passing I can't remember where, but I have thought about it since.

So they moved block server side and this is when it started. Wouldn't all inputs have to be moved to the server for stadia to work?
Excuse my ignorance, but as it's streamed wouldn't everything have to be calculated on a server? When the skill delay happened no changes were reverted. So is it not pretty likely that they couldn't based on a contract they had with stadia?

I would love to hear thoughts, particularly from those who have experience with streaming game services etc...

Thanks
  • NeillMcAttack
    NeillMcAttack
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    It is worth mentioning that them being named "block" changes is very misleading. They didn't only move block server side. They moved positioning server side also, which is why we see so many positional de-sync's in high traffic situations. They moved synergies server side, many will have noticed the added delay in activating synergies. Break free feels massively delayed since U25. Since update 25 being stunned often doesn't display a stunned animation on your character, instead you just lose control of your character until you can safely assume you need to break free. Weapon swap has felt far less fluid also. And many more I'm sure others may be able to point to.

    The game was slowed down to allow everything to sync on the server better. But it feels worse on the client. The only reason this change makes sense to me personally is if you are developing for a competitive environment, or for streaming purposes.

    Make of that what you will.
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  • relentless_turnip
    relentless_turnip
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    It is worth mentioning that them being named "block" changes is very misleading. They didn't only move block server side. They moved positioning server side also, which is why we see so many positional de-sync's in high traffic situations. They moved synergies server side, many will have noticed the added delay in activating synergies. Break free feels massively delayed since U25. Since update 25 being stunned often doesn't display a stunned animation on your character, instead you just lose control of your character until you can safely assume you need to break free. Weapon swap has felt far less fluid also. And many more I'm sure others may be able to point to.

    The game was slowed down to allow everything to sync on the server better. But it feels worse on the client. The only reason this change makes sense to me personally is if you are developing for a competitive environment, or for streaming purposes.

    Make of that what you will.

    Thanks for the reply, I am willing to assume a nod 👍 great examples btw 😁
  • Xebov
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    Wouldn't all inputs have to be moved to the server for stadia to work?

    You have a wrong idea how this works. Currently you play the game on your PC and communicate with the Server. Stadia works the same, it just moves the PC to a remote location. Its like you have a TV in your living room and you play on the TV, the TV streams your commands to your PC and streams the video output back. The PC communicates with the server.

    Hope that explains it for you.
  • relentless_turnip
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    Xebov wrote: »
    Wouldn't all inputs have to be moved to the server for stadia to work?

    You have a wrong idea how this works. Currently you play the game on your PC and communicate with the Server. Stadia works the same, it just moves the PC to a remote location. Its like you have a TV in your living room and you play on the TV, the TV streams your commands to your PC and streams the video output back. The PC communicates with the server.

    Hope that explains it for you.

    Makes sense👍 thanks for the clarity @Xebov . So is there no merit to this theory? Would server communication not need to be more efficient as you would essentially be connected to stadias server, connected to ZOS's server? I might have that wrong, but in my mind it seems like an opportunity for double lag 😂
    Edited by relentless_turnip on June 13, 2020 3:38PM
  • idk
    idk
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    It is worth mentioning that them being named "block" changes is very misleading. They didn't only move block server side. They moved positioning server side also, which is why we see so many positional de-sync's in high traffic situations. They moved synergies server side, many will have noticed the added delay in activating synergies. Break free feels massively delayed since U25. Since update 25 being stunned often doesn't display a stunned animation on your character, instead you just lose control of your character until you can safely assume you need to break free. Weapon swap has felt far less fluid also. And many more I'm sure others may be able to point to.

    The game was slowed down to allow everything to sync on the server better. But it feels worse on the client. The only reason this change makes sense to me personally is if you are developing for a competitive environment, or for streaming purposes.

    Make of that what you will.

    Much of this and it has nothing to do with Stadia.
  • majulook
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    Xebov wrote: »
    Wouldn't all inputs have to be moved to the server for stadia to work?

    You have a wrong idea how this works. Currently you play the game on your PC and communicate with the Server. Stadia works the same, it just moves the PC to a remote location. Its like you have a TV in your living room and you play on the TV, the TV streams your commands to your PC and streams the video output back. The PC communicates with the server.

    Hope that explains it for you.

    Makes sense👍 thanks for the clarity @Xebov . So is there no merit to this theory? Would server communication not need to be more efficient as you would essentially be connected to stadias server, connected to ZOS's server? I might have that wrong, but in my mind it seems like an opportunity for double lag 😂

    Yes, communication from Stadida users to Megaservers would have to be very good to get rid on what you call "double lag". Look at performance of remote desktop connections are for gaming. Stadia hopefully overcame this "lag" by prioritizing traffic from players device to their servers, and the game servers. With the amount of money that Google can throw at a project they most likely overcame connectivity issues. Possibly by having dedicated connections, or Stadia equipment in the same physical locations as the actual game servers.

    Edited by majulook on June 13, 2020 4:29PM
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