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Steam Universe Steam U
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Steam Universe Steam U
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Originally posted by XÆЯO_Vince:

Having used Stadia and GeForce Now, I can say cloud streaming is cool tech but its far from perfect. Both have very noticeable video compression artifacting (especially during lag spikes) and split second to multi second lag spikes due to Internet bandwidth and connection reliability fluctuations can cause massive input lag. This is even worse over Wifi networks. When my internet is working perfectly, it can be a somewhat satisfactory and maybe not see a lag spike for several minutes at a time. However, it's nothing I would consider great or as good as playing locally. When things aren't working well, it can be completely unusable garbled slideshow lol.

I suppose if you have a rock-solid fiber connection to a data center within a hundred miles or so, you can obtain an near native experience but real world conditions are generally far less ideal


We must not under estimate how much server side issues contribute to poor game performance in cloud gaming services and not one cloud gaming service provide debugging tools to more easily identify these server side issues.

When mentioning server side issues with regards to GeForce Now i had to access Steam client Help feature System Information (after setting game to run in windowed mode and minimising it to see GFN desktop to access Steam client running in large mode) which has helped see what hardware has been assigned for streaming session. And use in game debugging info i.e. TT Isle of Man game has verbose frame info which includes minmum framerate which is great a way to identify cpu bottlneck and game struggling to run due to hardware config. And Fortnite has network debugging info like ping which is agreat way to check if connection between cloud gaming server and game server have a strong and clean network connection.
If game server and cloud gaming server are in same DC you should see 1 ping and if connection is clean there will be very little ping variatiion if any.

My point is i know if i get assigned CC150 which only a 2 core 4 thread cpu together with RTX T10-8 GPU it only has 8GB of VRAM and there is only 7 GB of system RAM available TT Isle of Man in game stats show there are times where less than 10 fps are rendered in the game before streaming and so game can not be expecetd to be rendered at 60 fps with v sync on in game. Due to these low minimum frame rates there also audio stutter and video stuttering which cause input to dropped so game feels and looks very poor.


However if i get assigned Xeon E52697v4 CPU with 4 cores and 8 threads along with Tesla P40 GPU there is 24 GB VRAM and 15 GB of system RAM available TT Isle of Man game runs better than local with zero lag. TT Isle of Man on screen stats show game is running at over 100 fps i.e. min framerate is more than 100 fps


The problem is have never been assigned the better hardware config for weeks now - which is indicative gaming service is over subscribed for my server region. Nvidia need to add more server pods to handle more concurrent users. imo. Maybe Nvidia have assigned the better hardware to other games with more users. All i know is my favourite is running like a bag of spanners due to low hardware specs being used server side to render the game before streaming.

All the cloud gaming services debugging tools really only check your connection from client device to cloud gaming server.


It very frustrating trying to describe these things to the appropriate support channels- as they always blame and want to troubleshoot your connection from client device to cloud gaming server only and thge on screen stats only show stream parameter debug info so does not help see if there issues with game being rendered or connection issues server side before streaming. Even if the network test native to streaming client shows no issues.

It saddens me that even after eight years of development GFN still struggles to run games at 1080p @ 60 fps which was not the case five years ago when i first started using it am sure GFN supported all resolution that Gamestream did including 4K@60 fps. But Nvidi a gimped stream capture configuration by end users to try and ensure better QoS for more users.

Much of these issues are caused by GFN business model which is dependent on vAPP GRID model and am pretty sure Nvidia offering vPC or vDWS type GRID virtualisation options would open the door to folks choosing SteamOS and not just offering a full windows desktop experience delivered from the cloud


It is not available bandwidth from your ISP that is important as a superfast is more than enough. What is important is your ISP peering partner tier level. GFN games use less than 40 mbps for a 1080p @ 60 stream but do not support HDR or highger refresh rates or higher resolutions.


I found cloud gaming service providers are in exact same situation now compared to when Valve were working on PowerPlay which required ISPs to better optimise their peering partners and routers for online gaming c2000 before Steam platform even existed.
https://en.wikipedia.org/wiki/Valve_Corporation#PowerPlay

I really like the idea of a provider of a digital gaming platform or online game being an ISP -- which is what Valve intended wit heir partnership with Cisco on PowerPlay.
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