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> On a more technical side game streaming is only really desirable for games that don't run well on commodity hardware (see AAA 3D action titles).

I think it's actually more or less the opposite?

Twitch platformers like Celeste and Cuphead can't afford input lag, as they require very quick and precise movements from players. It so happens that these types of games almost always have low system requirements. Rhythm games and fighting games tend to be similarly lightweight. Street Fighter 5 won't run on a potato, but the hardware required is far from state-of-the-art.

By contrast, Assassin's Creed Odyssey and Red Dead Redemption 2 already contain large amounts of input lag when played locally according to Digital Foundry, and consumers don't seem to care much. This isn't to say that adding more latency is a good idea—and I have no idea if the existing latency could be whittled down to compensate for streaming—but it clearly doesn't bother people much.



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