| derpysquirtle64 said: I wouldn't say it taken decades. Some companies tried to push VR back in the late-80s-early-90s but everyone immediately stopped after they all came to conclusion that it simply doesn't work. There was a pause between Oculus started working on what future VR headsets are. So, we can say it took just a couple of years to build the current VR market from the ground up. As for movies, streaming is not the standard still. You have to go to cinema to watch all the premieres. If streaming would have been the default for movies, all movies would have released on Netflix day one. But they are not. When it comes to music, you pay a monthly license fee actually. That's why it is so popular. You can do whatever you want with the huge catalog of music available on the service as long as you pay for subscription. You can take it offline or stream. See the huge difference with Stadia here? And it is not to mention something that has been brought up already is that games have much higher bandwidth requirements because when it comes to games, any couple miliseconds lag is unacceptable. |
The first bolded part represents decades. People stepping away from it to allow technology to advance still counts. People didn't just follow Oculus as a trend, R&D teams were testing and waiting for the right time to exploit the potential for a long time. At the very least it will be another decade at before VR really matures into a more mass market product (this doesn't equate to it competing with traditional television play in regards to games)
Regarding the later bold, people are still misreading my point. I haven't said Stadia will be successful, I said streaming is the future (and a huge financial investment) so Google will of course fight to make stadia happen as oppose dropping it after a year like some other experiments they've tackled which are typically low investment, have low potential return or are completely dominated by far more successful competitors.
Subscription models etc can change at a flip of a switch, just look at Xcloud/Gamepass. Meanwhile lag is not some monstrous obstacle that will take a century to overcome, so I'm not sure why its such a point of contention here. Sensitivity to lag also varies by person & game. I'm developing a game on UE4 and was constantly getting warnings of the lag from the Dual Shock 4 being over 10miliseconds, I didn't realise until I was relying on gyro aiming where it really created jittering camera movement, but with stick movement it didn't bother me in that testing evironment. I also have a friend using Stadia (at least he was back in Feb), he was playing Destiny 2 and had no complaints or at least was happy enough not to complain. Maybe he was lucky with his connection, maybe being a casual gamer meant he wasn't so sensitive to lag, but its clear we're talking about a technology which is proven to work Today. That doesn't mean it works all of the time or for most people but its enough to squash any doubt about its potential in future. Future doesn't mean tomorrow, it means 10-20 years. Just look at the 15 years it took for digital downloads to be incorporated in consoles, to where we're at today
For reference,
— Daniel Ahmad (@ZhugeEX) May 21, 2020
EA said that 49% of its console full game sales in the past 12 months were via digital download.
Sony said that 51% of all games sold on PS4 in the last 12 months were via digital download.
In other words. We enter next gen with digital >50%.
Bear in mind, nothing we're discussing is unknown to the Billion dollar companies investing heavily in the field with far more access to user experiences, testing, understanding of infrastructure & technolohy. They are all anticipating the same future. We can see with the music industry different forms of consumption can coexist. I personally have no interest in cloud gaming in its current form, but I'm sure I'll change tune as it matures offers more clear benefits and fewer compromises.







