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Why Google Stadia Will Be a Major Problem For Many American Players

Earlier today, Google launched its long-awaited "Stadia" cloud gaming service at the Game Developers Conference in San Francisco. Unlike services from Xbox, PlayStation, and Nintendo, Stadia is powered by Google's worldwide data centers, allowing users to play games across a variety of platforms -- browsers, computers, TVs, and mobile devices -- all via the internet at a 4K resolution. One major problem with Stadia, which Google didn't mention in its presentation, is that it will require a ton of bandwidth, testing the limits of data caps that most U.S. internet service providers have.

"Most US ISPs cap their customers' bandwidth usage, usually somewhere in the neighborhood of 300 GB per month. And streaming 4K content eats up about 7GB an hour," Steve Bowling from YouTube gaming channel GameXplain tweeted. "And that's based on Netflix's publicly available guidelines for 4K video content, which is shot at 24 fps, a far cry from 60fps, meaning content at 4k60 could be more costly." He added: "Your average consumer likely isn't rocking a 100Mbps+ connection, and in some parts of America such options aren't even available, limiting Stadia's potential reach. And if you are, that cap can come at you fast, especially considering most folks are going to use their internet for more than just streaming games. Most ISPs offer additional data at a premium, but how many are going to want to pay that premium to stream 4K games?"

What's unknown is whether or not Google will work with ISPs to help alleviate this concern. PCWord also notes that there's no option to download and install a game if you want, which is an option available on Steam's streaming service. "You're always streaming it, and presumably copies sold through the Google Play store won't come with more traditional versions from other storefronts," reports PCWorld. "You're either all-in on Stadia and streaming or you're not."

UPDATE: A Google spokesperson told Kotaku they were able to deliver 1080p, 60 FPS gameplay for users with 25 Mbps connections. They also said that they expect Stadia to deliver 4K, 60 FPS for people with "approximately the same bandwidth requirements." How exactly they will achieve this is still unclear.

3 of 185 comments (clear)

  1. it is hugely different by SuperKendall · · Score: 4, Informative

    If bandwidth is concerned, it is no different than watching Netflix, Hulu, Twitch, Prime Video, or YouTube.

    Sure it is, much different.

    First of all, most of that content you get from those providers is not even in 4k yet.

    Secondly, all the TV/movie streaming providers compress the video quite a lot more than a game can, without noticeably losing lots of detail. In movies or shows the focus is not so much on tiny minute details bu instead on large figures on the screen.

    Lastly, most people spend a LOT more time on a game they like than movies or TV. I know in the times when I am really into a game I put way more hours into gaming than I ever would watching video content.

    So this service will indeed sneak up on people who otherwise never notice bandwidth caps (which is I would say, most people). This people are also not truly aware of data caps from a practical sense since it does not affect them today.

    --
    "There is more worth loving than we have strength to love." - Brian Jay Stanley
  2. Re:Bandwidth by jettoblack · · Score: 4, Informative

    It's completely different. A 4K HDR Netflix stream might be efficiently encoded at 10-15Mbps, but a realtime low latency gaming stream would need 50-100Mbps to get similar quality.

    Efficiently compressing VOD is done by making multiple passes through the file, using information from earlier and later frames (up to +/- 30 seconds) to find redundancies that can be coded, using the results of prior passes to find segments of video that can be encoded with fewer bits without noticeable quality loss or which need more bits to look good, and using CPU/GPU intensive compression algorithms which can operate slower than real time. It makes sense to make every effort to save every bit when the video only needs to be encoded once but the output will need to be uploaded millions of times.

    Live streaming video is tougher - You can't make multiple passes through the file but usually you can tolerate some delay, often anywhere from 5 - 30 seconds, so you can still use later frames to find redundancies. You have 1 producer streaming to an audience, so there's only one stream that needs to be compressed to serve many end users, and it makes sense to throw a lot of power into that compression since multiple viewers can benefit from the results.

    Real time gaming, on the other hand, means you need an encoder for every user. That practically requires using less intensive and less efficient encoders, and thus more bits are needed to encode the same quality. Games tend to have a lot of small details such as text labels, so you can't drop the quality too much. And the stream has to be encoded with extremely low latency, which means you can't look at any later frames to find redundancies, you can only look at a few past frames.

  3. Re:ISPs by Anonymous Coward · · Score: 2, Informative

    Posting as AC as I modded some comments.

    If you are not a "huge data user" but pass the 1TB cap...

    You ARE a huge data user!!

    DethLok