I could see playing RTS or tactical RPGs, but it is a very poor idea to propose FPS.
It is already hard to have a reactive system locally, proposing remotely is. You need to react in 16ms if you want a snappy 60Hz. 1000 km from the server is adding 6 ms of ping. At one point, proposing this kind of service has the speed of light as a "technical constraint".
Stadia is going to fail hard in any place which isn't San Francisco I think or some other cities where internet is both mega fast and no bandwidth caps.
I'm in London here and the internet is so crap you wouldn't believe. I have a 300GB bandwidth cap and am lucky if I get 20MBit. And this is the best it gets at my place which is 20 mins from center of London.
Last I saw, Google had something like 7,000 edge nodes in ISPs running Stadia servers specifically for this problem. Instead of running the games in big G's big datacenters, they'd be more likely running significantly closer, more like your nearest ISP.
Some people have recommended using GCPing to estimate a worst-case latency (since that pings one of their ~20 data centers instead of the edge nodes they set up), but even then I'm seeing avg ~20ms on refresh. I'd expect a Stadia server significantly closer than one a full state away (Missouri to Iowa) would run faster than that.
I don't think this will make things any better for anyone living in the Last Mile, but those of us in the city (especially big cities) should see huge improvements over previous services like OnLive that didn't implement something like this.
i played through most of srw t on ps4 remote play while house sitting & it worked well enough for the most part. unfortunately games like ff tactics and disgaea aren't big ticket AAA blockbusters that require a supercomputer to run smoothly.
Nvidia can say they're going to break the laws of physics all they want. They're not going to though. It could be feasible for certain classes of games where the options for "what thing can the player do next" are very limited, but literally anything with analog controls just can't work like that.
im still very skeptical that predictive rollback is gonna feel very good to play with, ggpo is still probably the best existing version of rollback netcode and it still gets pretty fucky when it has to roll back
Well it won't work on games that are designed around the reflex of players. Unless they somehow provide an EEG on the primal motor cortex, which I would be very happy to see :-)
It is already hard to have a reactive system locally, proposing remotely is. You need to react in 16ms if you want a snappy 60Hz. 1000 km from the server is adding 6 ms of ping. At one point, proposing this kind of service has the speed of light as a "technical constraint".