Around Stadia, the atmosphere of disappointment is hung – so strong that during the trial between Apple And Epic The parties could not decide whether the site works in principle. Stadia marketing head among developers Nate Eichern (Nate Ahearn) assures that the platform is "alive and well".
To everyone who does not believe in us, I propose to take a look at how we continue to implement words into life. We increase our Stadia Makers program and conclude partnership agreements with AAA studios like Capcom, EA, Square Enix, Ubisoft and others.
As part of the Stadia Makers program, support on all fronts from development to marketing. Mostly indie commands with projects on Unity participate in the program. Five indie games have already been released through Stadia Makers, and another 20 are in production.
According to Eicherna, Projects in Stadia Makers are not considered as large exclusives that should become the flagships of Stadia and powerfully promote the platform in the market. This is just support for indie developers in exchange for their game will appear on Stadia during the release. That is, for example, Google does not force the studio to add any special chips that exhibit the platform in a profitable light, and does not even ask for exclusivity.
Gamesindustry.Biz talked with a pair of indie studios from Stadia Makers. They do not call accurate numbers, but they say that Stadia is now a very “voracious” audience, loudly expressing its opinion. The current stage of development of the site is compared with the first steps of modern VR. In addition, many gamers do not trust cloud platforms, as they are accustomed to PC and consoles – this format has existed since the emergence of gaming, and the “clouds” have recently appeared.
But, they say, Google works to build an audience and increase the attractiveness of Stadia. It just takes time for this – a miracle will not happen in one night.
Eichern adds that developers in Stadia are becoming more and more. In February 2021 Google changed her approach and began to act more actively to the future releases from partners. In addition, the interaction helps greatly Google And Unity.
All in all, Eichern It radiates positive, but it is foolish to expect different from the head of marketing Stadia! From the side of the fate of the site causes concerns: in February Google I closed the internal play studios, the company left important personnel, and insiders broadcast that the leadership does not understand the realities of the video game market well.
Nevertheless, the novelties on Stadia still appear: for example, from the fresh there it was started Resident Evil Village.
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The best comments
The fruit looks very juicy, which cannot be said about the stage
Fruit, instead of an understandable place, so as not to violate the site rules)
Everything you describe, it is cool, of course. But where are the stages such? To leap some very complex logic such as the procedural generation of the world, AI, and other things, it is not necessary to start the game/application on a remote server. It is enough to endure this logic on a remote server and organize the interaction of client applications with it. Distributed systems are, like the idea, not only old, but ancient, beaten, long -habitual. Some Microsoft Flight Simulator, for example, a number of other games work like this. T.e. The development of streaming services is in no way connected with the implementation of such things. Even if the idea of striming fails in principle (which, however, is unlikely), the appearance of games with some very complex calculations on remote servers, this does not hurt. There is a question in profitability and expediency, but with a systematic increase in the capacities of iron, this becomes closer to reality. And streams are aimed primarily on solving another, more global problem – the ability to play large games from any device and eliminate the need for constant renewal of iron (or owning it in principle).
A cloud is when the whole game belongs to the cloud holder 100%. And the whole development of the game will belong to the holder of the cloud.
Fashion for Skyrim? Cards for kvaki and heroes? Restored content (Kotor 2)? Fixes of bugs from caring users (this is found)? Go fuck, gentlemen players, nothing belongs to you.
Maybe a cloud and revolution, but definitely not for players.
Meanwhile, Stadia itself:
But how do you imagine https://mindepositcasino.co.uk/sophie-dicks-black-jack-dealer/ some kind of change in real time on the client?
Just like in any client-server architecture: the client sends requests, receives answers from the server (as in the case of the HTTP protocol). Or they exchange data through a constant connection (WebSocket or some kind of self-package protocol over TCP).
The maximum that local customers can provide is updates once a week.
What a delusional thesis and where did it come from?
Here cloud services come into business. When the client is nothing more than a "browser".
Then you have “It’s not about streaming services in particular, but about cloud development”, and now your client is a browser, which is valid for streaming (if that, this is called a model with a thin client). It is not necessary to be a client only a browser, if you need to remotely count something highly loaded or requiring centralization. Sowing all other logic and rendering pictures can still remain on the client. And, once again I repeat, a boom of streaming services such as stage or XCloud has nothing to do with it at all. These are two, although closely related, but quite parallel phenomena.
You suggested how the cloud will create games “thousands of times more powerful, realistic, more diverse and more fully”, I described why this is not so. From the side of the graph, at least the same total power is needed, from the part of physics and neurons, everything is already on the server.
After closing the platform, you can play with the help of piracy in the usual single game.
If part of the single game was considered on the server, then piracy will not save, because the developer will not upload the server part code.
And in the event of hacking and its leakage, few will keep pirate servers not for multiplayer, but to consider someone a single. And to launch for yourself on your PC server part, which was therefore sawn under the cloud that the players will not be taken out, it is also not realized. Only if ten years have passed since the radisa of the game and the power of the PC has grown to the level of 10-year servers.
And such games will die at the moment as soon as they stop bringing income.
Well, now you can at least be worn out with emulation and recording to disk. With the advent of the cloud, you will not even have this opportunity.
If alive, then only in this form.
And there it will be possible to rob the cows?
But if you reinforce the story, then T-shirts in their Crackdown, cloudy physics of destruction, peace and fragments, high FPS, beauty and idylica showed something similar. It did not take off shorter.
You confused everything.
The neural network is very expensive and resource -free to train, but this is done 1 time, and all users work with an already trained neuron. Almost so now DLSS works on new video cards.
Render is needed by everyone their own. Therefore, the necessary performance is not reduced.
From what can really be provided by a cloud, calculating long time for all players – physics. But this is already provided by services like Spatialos. Therefore, IMHO, the stage does no revolution.
As if not so now)
There is a very big difference between “oxygen can be blocked” and “can turn off the servers”. The servers are worth the money that someone should pay, and the turning off of the servers of the old games is the standard of life, then there is no profit, then the developer (publisher) ceased to exist. If we talk about the “cloud” gaming, then the rupture of the relationship between the cloud provider and the publisher will instantly turn a bunch of games into pumpkin. Roughly speaking – sooner or later the server will definitely turn off, the only question is in terms of support. Compared to this, the hypothetical opportunity to “revoke the license”, frankly, is complete garbage. For 99.999% of the games will not happen and it will be possible to play after 10-20-30 years.
In general, if you think a little deeper than “aa, cloud, ping, nightmare, shit, coffin!"..
Then a cloudy platform is such a cool thing for video games that it is a revolution.
And I’m not talking about just “remote management”, where you take a subscription so as not to upgrade the computer. And about the game engine, architecture, the roots of the game.
After all, the cloud can provide what will never have a personal computer. Memory terabytes, support for powerful neural networks, AI.
This, in theory, can allow you to create such global games that now it perceives as fantasy.
NPS with the support of neural networks of AI (remember how the same I communicate now.Alice. And if every NPC in the game will communicate in this way?). Procedurely generated worlds. And not some scraps as it is now on PC / consoles, but thousands of times more powerful, realistic, more diverse and more complete. Processedly generated events and quests. And not at the level of "bring-down", but full-fledged.
And what different MMOs can turn into with such support.
Similar technologies and capacities personal PC (not to mention consoles) are unlikely to be able to ever provide. Well, if you do not rest against science fiction through the centuries.
Eh, only unfortunately this requires a complete rethinking of the gaming industry, the process of creating games, tools. Hundreds of millions (billions?) investments. And few will go to this.
Not to mention the fact that there should be a prepared audience.
Therefore, IMHO, the stage does no revolution
Where in my comment even the word about the stage?
The neural network is very expensive and resource -free to train, but this is done 1 time, and all users work with an already trained neuron
How do you imagine the training and implementation of neural networks for client games?
Render is needed by everyone their own. Therefore, the necessary performance is not reduced
I didn’t understand at all phrases. What are they, what are they talking about.
Well, even now those games that are bought in digital stores to players do not really belong. A license for use is sold there, and how long this license will be suitable on the players does not depend. Oxygen can be blocked at any time, and for any reason at the request of the copyright holder and/or the holder of the distribution platform.
Cloud, this is the same, except that you can not reckon with the system requirements of games.
T.e. The development of streaming services is in no way connected with the implementation of such things.
I even specifically identified that it is not about streaming services in particular, but about cloud development in general.
Yes, the idea itself is not new. The same MMO – everything is counted on servers.
But how do you imagine some kind of change in real time on the client? The maximum that local customers can provide is updates once a week. It is possible, of course, and more often, but the users will not like it.
Here cloud services come into business. When the client is nothing more than a "browser". Let with a set of some textures, ascets. But the elaboration of everything and the whole – in the cloud.