[HN Gopher] Google announces update to unlock Stadia controllers...
___________________________________________________________________
Google announces update to unlock Stadia controllers to work with
other devices
Author : anderspitman
Score : 276 points
Date : 2023-01-15 18:34 UTC (4 hours ago)
(HTM) web link (community.stadia.com)
(TXT) w3m dump (community.stadia.com)
| drusepth wrote:
| The Stadia controller is/was my favorite controller of any recent
| consoles (with my next-fave being maybe a PS1 variant). I've been
| using it wired with looong cords on other platforms because it
| just feels so good in hand. Very, very happy to hear this news.
| It'll be nice to go back to wireless.
| ChildOfChaos wrote:
| Still been playing stadia all this week and will continue until
| it closes, such a shame, nothing like the service!
| causality0 wrote:
| ...they weren't already? Is there a long German word that means
| "when a company lowers your opinion of them by announcing
| something you thought they were already doing"?
| deafpolygon wrote:
| More than likely, and knowing Google.. having it connect via WiFi
| meant that the controller can probably collect some form of
| telemetry on its users. Now that it's being shuttered, they can
| "remove" ('unlock') this feature.
| madeofpalk wrote:
| What does that mean for a game service where everything runs
| entirely on Google's servers?
| josefx wrote:
| A reduced need to send the Google street view team war
| driving in the future?
| RobotToaster wrote:
| Nice of them to do that at least. It's a shame they're not open
| sourcing it for third party firmware though, if it can manage
| streaming games it must have a decentish processor.
| charcircuit wrote:
| The controller only streamed inputs to Stadia's servers. Your
| PC / phone / chromecast was the device streaming the video.
| admax88qqq wrote:
| Interesting, I gave Stadia it's first try as a result of this
| post. Tried the Worm Game. It confirms exactly my concerns about
| cloud gaming in general. The input lag.
|
| The classic "worm" game is timing sensitive, gotta turn before
| you hit a wall or yourself, but also gotta turn as late as
| possible to ensure you don't leave empty space.
|
| The input lag was noticeably bad, doing precise turns requires
| correctly guessing the input lag and clicking the turn command
| early.
|
| I guess I see why it's being shut down.
| haunter wrote:
| I don't have a gaming PC or console atm so I can only use
| streaming (Geforce Now and Xbox Cloud) and I notice it but
| somehow you also get used to it like adjusting your gameplay to
| it. It's really not that bad (and I'm nowhere near any big data
| centers).
|
| Anyways it wasn't the lag that killed Stadia but the
| monetization: buy the games full price + pay a monthly sub too.
| It's just plain bad. On Geforce Now you can use your existing
| libraries (Steam, Uplay, Epic) and don't even have to pay if
| you can stand the queues. On Xbox Cloud you have to pay a
| monthly sub (except for Fortnite) but they give the games too,
| pretty much a Netflix for gaming. Both has its merits,
| currently I dig Xbox Cloud more.
| ccouzens wrote:
| The monthly sub was to get greater than 1080p resolution, and
| some free games.
|
| But a lot of other people also thought you had to pay twice,
| which can't have helped.
| ID1452319 wrote:
| The lag on Worm Game is terrible. I've been playing PUBG on
| Stadia all day with zero lag.
| jolux wrote:
| I've played input-sensitive games with friends on GeForce Now
| for several months at this point -- no major issues with lag.
| bobleeswagger wrote:
| Unless the GeForce now servers were co-located to your local
| ISP, it's hard to believe. Even then, you're adding
| quantifiable jitter to the equation on the order of a few
| milliseconds. It's noticeable.
| Epuineeb5 wrote:
| I played CP2077 few days after release date, no issues with
| input lag. On the other hand my ISP had trouble to keep
| stable 40Mb/s - so in peak ours it wasn't playable at all.
| It was a bit surprising at first but makes sense - even a
| second or two buffer for other streaming services is enough
| to ignore variations in connection speed - but gaming has
| no such luxury.
| jolux wrote:
| I mean, in the case of multiplayer probably a lot comes out
| in the wash of optimistic updates and such, but it's still
| very playable and I couldn't personally notice the lag most
| of the time. Occasionally when my connection got bad it
| would have issues, but that was more noticeable because the
| resolution dropped significantly.
| aaomidi wrote:
| I've had the same experience. I could not tell the latency
| for GeForce now, and I'm using a municipal ISP.
|
| I'm not really a casual gamer either. I'm still surprised
| that GeForce now doesn't have an app for Linux. I switch to
| my Mac laptop to play stuff like Fortnite.
| bobleeswagger wrote:
| > I switch to my Mac laptop to play stuff like Fortnite.
|
| Fortnite is about as casual as it gets. You won't rank
| very high in a twitch shooter like CS:GO (or keep
| consistent ranking) using a cloud gaming service.
| [deleted]
| cloudking wrote:
| I was skeptical on cloud gaming, but I also tried GeForce Now
| and had a great experience. No time spent downloading and
| installing, instant access to thousands of games, playable on
| older laptop without fans spinning up. I do think you need a
| solid internet connection for it to work well.
| sidibe wrote:
| It's being shut down because very few people used it. I think
| most people were OK with the input lag.
| msbarnett wrote:
| You could equally conclude that one of the reasons that very
| few people used it was _because_ of the input lag.
| dijit wrote:
| The major reason stadia failed was sentiment.
|
| Why buy games full price? All my gamer friends say its
| crap!
|
| Google shuts things down, why invest?
|
| The tech was pretty good for casual gamers, it also pushed
| linux gaming in the AAA studios.
|
| I think a lot of negative sentiment also came from gamers
| thinking that Stadia intended to replace their gaming
| setups.
| abofh wrote:
| I will tell you I 100% refused to buy anything from
| stadia because I was sure Google would cancel it in a
| year or two. You can attribute sentiment wherever you
| want, but Google failed because it was Google, not
| because it was a bad idea.
| LarryMullins wrote:
| Where "most people" is just the few people who actually used
| it? So basically, most people who like [unpopular thing]
| think that [reason that thing is unpopular] isn't a problem.
|
| It didn't reach mainstream adoption because most people who
| care about games didn't think it was a good deal and input
| lag was a big part of the reason why. And people who don't
| care about games... didn't care about Stadia for obvious
| reasons. The target demo for Stadia was basically people who
| have a mild interest in gaming but not enough of an interest
| to already own hardware suitable for running games
| themselves. That was never going to be a profitable niche.
| giraffe_lady wrote:
| I played 200 hours of endgame destiny 2 on stadia during the
| pandemic so it's definitely not inherent to the platform.
| trarmp wrote:
| I've always wondered where that lag comes from, since I
| experience it even when doing remote play on my LAN.
|
| Like, we're able to push a lot of other things through the
| cable in less than a few milliseconds. Is it the compressing
| that takes up so much time?
| foota wrote:
| I don't think it's the throughput, but the variance. There
| are so many places for something to go wrong between two
| computers, so doing something that needs a very tight latency
| budget is hard. Harder still when you don't have control over
| any of the parts connecting things. In a DC, everything can
| be built for qos and latency, but on a desktop you're using a
| porbably garbage router with a home OS running a million
| things.
| Hamuko wrote:
| I actually found the lag and compression artifacts between my
| Mac and gaming PC (which are connected by cable to the same
| switch) using the Steam remote play thing to be actually
| worse than Stadia.
| saurik wrote:
| Isn't predicting the input lag like half the "fun" of those
| worm games? My prototypical experience playing that game
| involves tons of input lag.
| Underphil wrote:
| Definitely, but only if it's consistent and predictable.
| Scalene2 wrote:
| Only if the input lag is static and not dynamic.
| LarryMullins wrote:
| Weird, why were they even locked in the first place? I have a PS4
| controller I connect to my computer; I never had to unlock it.
| Was Google afraid people would use their controller to... play
| games run on their own computers?
| ChildOfChaos wrote:
| As others mentioned, but to add a bit more clearer detail, the
| controllers did not connect to the device you were playing on
| i.e your computer/tv etc, they used wifi to directly connect to
| the stadia servers thus avoiding an extra step and hence making
| them useless once the stadia servers closed down wirelessly,
| because they never worked like a normal controller (still would
| work wired though)
|
| The controllers did however have a bluetooth chip that was used
| for initial setup, so you could connect it to the stadia app
| and put in the wifi settings. This firmware update google is
| releasing so that it will work as a normal bluetooth controller
| using this bluetooth chip.
| benatkin wrote:
| So they did the same thing as Chromebooks - made it dependent
| on Google software.
| Waterluvian wrote:
| What might another solution be that isn't inferior in terms
| of latency?
| [deleted]
| benatkin wrote:
| To support both. To not build the tech equivalent of fast
| fashion.
| Waterluvian wrote:
| That isn't sensible from a product perspective.
| Engineering stuff for a peripheral "in case our company
| fails."
| benatkin wrote:
| That's like creating clothes to only be worn a few times
| because you're targeting people who buy lots of clothes.
| A controller is an input device similar to a mouse and
| keyboard and ought to support standards so it can work
| with different devices. This "product perspective" seems
| to be that of IKEA and McDonald's.
| TechBro8615 wrote:
| And yet they managed to add the feature _after_ the
| product failed.
| lolinder wrote:
| Yes, because now they know customers actually will need
| it.
| dmix wrote:
| The architecture makes sense if you understand how the
| cloud gaming system is set up though. There's no general
| protocol for on board contoller wifi/SOC->cloud gaming
| services (yet). It's inherently a proprietary design.
|
| It also didn't need a bluetooth chip but they added one
| anyway. It wasn't sold as a general controller so I don't
| really see the big deal. This is a nice good will gesture.
| duskwuff wrote:
| > It also didn't need a bluetooth chip but they added one
| anyway.
|
| It uses the same IC for both functions -- BCM43458.
| IshKebab wrote:
| Right, the direct wifi connection makes sense when using
| it with Stadia, but why did they not let you _also_ use
| it as a standard Bluetooth controller?
| dmix wrote:
| Having the engineers focus on doing one thing really well
| is good enough for me.
| sergers wrote:
| Cause they were selling stadia.
|
| It didn't need to support general purpose, they were not
| looking to sell the controller for general use (google
| terrible at hardware support).
|
| People buying it knew it only worked with stadia.
|
| For stadia use, it made sense and connectivity over
| Bluetooth would have increased latency and complexity to
| the cloud service.
|
| Mute point now, but atleast they opening it up so you
| don't have to throw the hardware in the trash
| bombolo wrote:
| > Mute point now
|
| *moot
| PhasmaFelis wrote:
| From the other comments, it always had fully unlocked
| wired-USB support. And they _did_ build Bluetooth support
| into the controller, and released software to enable that
| Bluetooth as Stadia was going under.
|
| Still seems really weird not to enable it from the
| beginning--what would they lose?--but the made the right
| decisions during design _and_ at the very end, at least.
| MuffinFlavored wrote:
| how was latency? is this a common pattern? where the
| controller skips the host console/PC?
| yunohn wrote:
| PS4 controllers also need drivers, they don't just "work"
| magically.
|
| Since they're just way more ubiquitous, the PS drivers are more
| mature.
| modeless wrote:
| They weren't "locked". You could play any game with them. They
| just didn't support Bluetooth at all. So you had to use them
| wired, or wireless over WiFi (for better latency when
| connecting to Stadia), but there is no standard for controllers
| over WiFi, so that part only worked with Stadia.
|
| I can't blame them for not wanting to implement Bluetooth when
| it wasn't a requirement for Stadia. Bluetooth seems like a
| nightmare to support. But now they can release this as an
| unsupported best-effort update, and that's way easier. It
| probably won't work with some devices since they aren't going
| to test it extensively, but hey, it's free!
| ThatPlayer wrote:
| Another reason is that the Chromecast Ultra that shipped with
| Stadia didn't support Bluetooth. This was before the
| Chromecast with Google TV. So they had to make it WiFi to
| work on the Chromecasts at the time.
| lokar wrote:
| It may not be locked as much as just not supported as a generic
| bt controller. When using it for stadia it uses Wi-Fi, the bt
| was just for setup.
| highwaylights wrote:
| The kit was being subsidised. At several points, they were
| essentially giving away starter kits of controllers and
| chromecast ultras.
|
| I guess they figured it was concerning enough that people were
| going to pick them up just for a free Chromecast Ultra without
| also giving them a free controller for Steam too.
| sneak wrote:
| Fun fact: I ordered a Stadia "founder's edition" at launch
| for actual money, an order which Google later cancelled
| unilaterally. A couple weeks/months later, they emailed me a
| promo offering a similar kit for free (just pay shipping).
|
| I've no idea why they didn't make money and had to shut down.
| Hamuko wrote:
| I got mine for free alongside a Chromecast Ultra after buying
| Cyberpunk 2077 (which also got a 10EUR discount).
| DistractionRect wrote:
| More than likely it they used some kind of proprietary
| communication stack for latency reasons or some such.
|
| Other reasons may include:
|
| - not having to deal with supporting other controllers on
| stadia
|
| - not having to support their controller on other platforms
|
| Not that it's defunct, they don't really have to deal with
| support aspect of things, and this is just a good will gesture
| so the controllers aren't paperweights.
| ccouzens wrote:
| I don't think it was your other reasons. You could use other
| controllers on stadia- they even made it a selling point that
| the only thing you had to buy was the game. And when
| connected via USB stadia controllers worked fine with Steam
| games (at least on Linux).
|
| Another possible reason is that it wasn't seen as a high
| enough priority compared to other things they wanted to do.
| Hamuko wrote:
| > _some kind of proprietary communication stack for latency
| reasons_
|
| It was in fact directly using Wi-Fi because of latency.
| LarryMullins wrote:
| Knowing that latency was such a problem that they had to
| take extreme measures like this to save even the tiniest
| bit of latency really should have been the end of this
| project.
| mmcnl wrote:
| The technology was actually never the problem. It worked
| great.
| lokar wrote:
| It worked well for me, very few issues
| justapassenger wrote:
| Since when Wi-Fi is an extreme measure?
| LarryMullins wrote:
| What's extreme is having to connect a peripheral directly
| to the internet because you need to eke out every last
| millisecond of latency. The fact that they felt this was
| necessary is directly related to the reason it failed;
| because the whole system was inherently susceptible to
| latency unless you lived very near to one of their data-
| centers. The product failed mostly for this reason.
| Everybody responding to me is acting like it was an
| obvious solution to the problem, but it wasn't a solution
| to the problem at all. It was an absurd bandaid placed
| over a gaping wound.
| Rebelgecko wrote:
| I guess optimization really is the root of all evil
| izacus wrote:
| Or you know, they could just avoid a whole class of
| compatibility issues due to not having to connect to a
| local device (which could be any of the mobile phones,
| Chromecasts, Android tvs or PCs with any of the four
| major OSes).
|
| But sure, tell us more with your expertise.
| pythonaut_16 wrote:
| "Having engineering problems to solve is proof that you
| shouldn't try to do anything."
|
| Why can't we just appreciate a creative solution to a
| problem?
| 8note wrote:
| It's the most straightforward solution to the problem,
| too.
|
| Your local machine doesn't need to know the input for
| stadia to work, so why redirect it there?
| VectorLock wrote:
| Also seems like a benefit for being able to use "any"
| screen to game on. The screen doesn't need to know how
| Stadia works or interface with the game controller, it
| just needs to receive video and display it.
| LarryMullins wrote:
| > _" Having engineering problems to solve_
|
| Stadia had a fundamental physics problem, not an
| engineering problem. Their "solution" is little more than
| a bandaid that highlights the fact that the problem
| exists.
| water-your-self wrote:
| >proprietary communication stack for latency reasons.
|
| How would it being proprietary reduce latency? That mostly
| sounds anticompetitive to me
| sudosysgen wrote:
| They connect directly to the Stadia servers over WiFi.
| aaronax wrote:
| In general, it would be because they can skip "things" that
| are required by a standard to support a wide variety of use
| cases, yet unnecessary for their specific use case. Skipped
| steps plausibly leads to higher performance.
| ethbr0 wrote:
| And specifically because they can skip entire components.
|
| Controller -> Stadia device -> router -> Stadia
|
| is a helluva lot slower than
|
| Controller -> router -> Stadia
|
| And also drastically simplified the "Stadia runs on all
| kinds of devices" requirements.
|
| It seems like a smart architectural decision.
| Nullabillity wrote:
| On the other hand, you're now stuck on wi-fi even when
| the client device is wired. And you've made the setup
| process a lot more complicated.
| simonjgreen wrote:
| There was no open format in place, it was pretty uncharted
| territory to have your console controller talk direct to a
| cloud game service
| waboremo wrote:
| Two things: They were never locked the same way your PS4 wasn't
| you could connect it wired and use it just fine as a regular
| controller. The second thing is that the stadia controllers
| used wifi as their source of connection over bluetooth, for
| various reasons Google said it allowed better latency with how
| they set up stadia.
|
| So they're adding the ability to connect from bluetooth with
| this. In the same way before Sony added driver support to
| Dualshock controllers on PC, you couldn't use them wirelessly.
| They're not really "locked" more than the bluetooth support
| just wasn't there.
| LarryMullins wrote:
| > _So they 're adding the ability to connect from bluetooth
| with this. In the same way before Sony added driver support
| to Dualshock controllers on PC, you couldn't use them
| wirelessly._
|
| I only use it on Linux, and I suspect Sony didn't contribute
| the driver I use. Actually, I don't think PS4 controllers
| work wired at all, I believe they always use bluetooth and
| the wire is only for charging. AFAIK anyway.
|
| Very odd that they decided to use wifi instead of bluetooth
| initially. Between this and the time they spent writing yet
| another file transfer tool, I'm getting the impression that
| Stadia was a very unfocused project, trying to do things
| differently (resume driven development?) when they should
| have been using off-the-shelf solutions and standard
| approaches for everything possible.
| mjg59 wrote:
| The controller communicated directly with Stadia, avoiding
| the latency of having to push it through your machine's
| input stack and only then sending it to the servers.
| jeroenhd wrote:
| The PlayStation controller driver was contributed to the
| Linux kernel by Sony: https://www.phoronix.com/news/Sony-
| HID-PlayStation-PS5
|
| There are alternative drivers out there (for use with
| knockoff controllers that try to replicate the offical
| device IDs, for example), but if you haven't done anything
| special you're probably using the Sony driver.
| VectorLock wrote:
| Someone posted an article on HN recently that said the
| best way to detect a knock-off controller is that it'll
| cause the Linux driver to kernel panic.
| LarryMullins wrote:
| I have a PS4 controller, not a PS5 controller. But I
| guess they did this for the PS4 controller as well? I
| would not have expected that from Sony of all companies.
|
| Edit: As far as I can tell, the PS5 driver is hid-
| playstation while the PS4 driver hid-sony. hid-sony has
| had commits from at least one Sony employee since 2017,
| but doesn't seem to have originated from Sony.
| code_duck wrote:
| Google is the Netflix of something. Like Netflix is now known for
| cancelling series prematurely, for me Stadia was "that sounds
| cool, I should check that out" and then it was cancelled by the
| time I was seriously considering it.
| ineedasername wrote:
| Nice that they're doing what they can to not leave people with
| e-waste bricks, but why would these be locked down in the first
| place?
| Tyr42 wrote:
| They did not have firmware which could handle acting as a
| Bluetooth controller. That's what the new binary you can flash
| has.
| ineedasername wrote:
| Okay, I think i grok that. not so much locked down as they
| never built the capability. Although they did use BT for
| initial pairing with some devices so a certain amount of
| functionality was there.
|
| From that starting point, allowing it to be a normals BT
| controller should require a minimum of additional work, but I
| think they probably had a reasonable business case to _not_
| do that:
|
| We know they tried to implement to minimize additional
| latency, so I'm guessing they really did not want people
| using these as a general BT controller in case the user
| inadvertently connected to Stadia in that mode, which would
| have increased latency and reduced user experience.
|
| Being able to plug in via usb for general controller usage
| was fine because increased latency there was not going to be
| an issues.
|
| I suppose it all makes sense.
| xahrepap wrote:
| It's worth noting that if you plugged them in via USB they
| always worked.
|
| It's the wifi (not BT) connection that never worked off-
| platform.
| delecti wrote:
| They weren't "locked down" really, they just weren't bluetooth
| controllers; they connected over wifi directly to Stadia. This
| isn't removing shackles, it's adding new functionality.
| Underphil wrote:
| But they clearly have Bluetooth hardware in them, which was
| the commenter's point, I believe.
| sp332 wrote:
| The bluetooth was used for initial pairing with a phone or
| Chromecast.
| benatkin wrote:
| And it couldn't be used for anything else because it was
| locked down.
| Hamuko wrote:
| They could always be used as standard USB game
| controllers. They just couldn't be used as Bluetooth game
| controllers.
| [deleted]
| [deleted]
| izacus wrote:
| So does your phone and somehow still doesn't behave as a
| controller when paired with a PC. Someone needs to write
| that.
| wnevets wrote:
| Google deserves credit for how they have been handling the Stadia
| shut down IMHO.
| mccorrinall wrote:
| The current handling is what I'd like to call a
| Selbstverstandlichkeit.
| oritsnile wrote:
| For sure, I've back the money for my Chromecast+stadia
| controller a month ago, whit this update both will still be
| useful, after the shutdown.
| harrego wrote:
| I think the team over there are proud of what they built, was a
| lot of new ground so I don't blame them.
| delecti wrote:
| It makes me wonder if the higherups are using this to
| counteract the worries that google will shut things down. I'd
| be less hesitant to invest in their services for fear of them
| shutting down if I thought I'd get my money back if they did.
| freewizard wrote:
| Agreed.
|
| a lot of product sun-setting from Google and other corp in this
| tech winter. Stadia is definitely handled in the best way one
| could hope for, IMHO it should be a text book example:
|
| - refund the purchase
|
| - listen to the user community, and act on it to avoid creating
| e-waste
|
| - respect the employees and give them an opportunity to express
| their love of their work openly and officially
| t3estabc wrote:
| [dead]
| russellbeattie wrote:
| Perfect timing. I'm moving and just fished my stadia controllers
| out of the donate box after reading this - another day and they
| would have been gone. They're decent controllers, so it's nice
| they haven't become yet more e-waste.
|
| Next question is how good the Bluetooth chip is. The range of
| speeds even for the latest chips is vast. Since the controllers
| only used Bluetooth for setup, Google could have opted for a less
| powerful chip to lower the BOM and they might end up not being
| particularly useful for games over BT.
| coziestSoup wrote:
| Something I never understood - Why didn't Stadia push slow games
| harder? Games like Civ VI or Simulator games would've more or
| less hidden the input lag. Instead they seemed to be pushing
| fast-twitch games in their marketing.
| codyogden wrote:
| This is exactly how Google needed to handle this situation, and
| they need to be praised for it! The shutdown of Stadia was
| completely predictable, but I am overwhelmingly surprised at them
| providing refunds to users for games & hardware and going the
| extra mile to ensure the hardware is not immediate waste.
|
| As the cryptkeeper over at Killed by Google, I'm very happy with
| the outcome for Stadia users (myself included). However, I don't
| think this will move the needle of Google's 'killer' reputation
| as much as people think given all the skepticism about how long
| this product would last in the first place. The "death pool," and
| the people who voted basically predicted the timeline within a
| few days[1].
|
| 1. https://whenwillgooglekillstadia.com
| benatkin wrote:
| Strong disagree. For many weeks users have been thinking their
| controllers are garbage. They might still be. Let's see how
| well it works. Even if there's compensation I don't like to see
| stuff that's defective by design.
| https://www.defectivebydesign.org/
| Hamuko wrote:
| > _For many weeks users have been thinking their controllers
| are garbage._
|
| They've always been usable as generic USB controllers.
| benatkin wrote:
| Wireless has been table stakes for game controllers for
| years.
| lokar wrote:
| They were wireless from the start, wifi
| DismantleMars wrote:
| The irony is, if Google had made their plan for how to handle
| end-of-life for Stadia clear from the beginning, they might
| have got a lot more users.
|
| I'm not sure if their strategy ever changed along the way, but
| when Stadia was first announced, it was a purely cloud gaming
| platform where you still needed to buy a license for every
| game. Not knowing what would happen to my purchased games was
| the main thing keeping me from trying Stadia - I'd have been
| happy to use it if it was a Netflix / Xbox Game Pass style
| service where you pay a flat monthly rate for access to a
| library, or if it was clear that any games you bought would be
| refunded if the service suddenly shut down.
|
| As it was though, it seemed as though you could drop a ton of
| money on Stadia games, and Google might pull the plug the very
| next day, and you lose everything you just purchased. That
| worry was the deciding factor for me to never give Stadia a go.
| tdeck wrote:
| Stadia required custom development work from game developers,
| my guess is that getting them on board was at least as
| challenging as getting consumers. It's a risk to tell
| developers "we're already thinking of how to kill this
| platform that you're investing in".
| redonyo wrote:
| It's problematic for a company if they have to announce their
| EOL plans on product announcement to get interest from
| customers. Might as well not exist as a company at that point
| fphhotchips wrote:
| It's bad, but I'm not sure it's _that_ bad. In B2B land,
| loads of contracts have a code-in-escrow clause just in
| case key people die or the company goes under. One of the
| key attractions of Open Source is that if the people
| building it die or don 't want to support the tool anymore,
| you can keep going yourself.
|
| This would not be that different, right?
| rvnx wrote:
| What's going to happen to all software updates and remote
| services if Tesla goes bankrupt ?
| waboremo wrote:
| It's problematic for a company to have EOL plans not
| because people will assume they will go out of business,
| but because they might not be able to actually adhere to
| those EOL plans resulting in a much larger mess than what
| would have happened if they stayed silent.
| jdlyga wrote:
| The trouble with cloud gaming is latency. Most solutions now just
| do a glorified remote desktop. It would require some
| rearchitecting, but why can't a client have an ultra-responsive
| frontend while farming out the heavy work to a cloud server
| somewhere? We're reaching a point where GPU's are becoming more
| and more expensive, so is a more distributed architecture the
| next step?
| leodriesch wrote:
| So rendering the HUD locally and a 3d scene on a remote server?
| harrego wrote:
| The Stadia closure has left a controlled leak of fascinating
| internal Google projects. First it was cdc-file-transfer, "born
| from the ashes of Stadia," now it's the internal Worm Game used
| for testing that "the Stadia team spent a LOT of time playing."
| Love to see it.
| tantalor wrote:
| Not leaks.
| harrego wrote:
| "Controlled leaks," a provocative way of saying releases ;)
| denimnerd42 wrote:
| Hopefully more to come. They ran all the games on Linux right?
| Linux gaming could take a step forward with the experience
| generated at Google and other studios that were porting the
| games.
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