One of the main concerns that revolve around the increasingly frequent cloud platforms like Stadia is latency, especially when we talk about shooters or fighting games. Respawn, authors of titles as frantic as Titanfall 2 or Apex Legends, talk to Game Informer about the problems of a format that is becoming increasingly popular.
” We have examined a lot of game solutions in the cloud in the last five or six years. I do not think they fit well with the type of game we play ” recognizes Drew McCoy, executive producer in the company. ” We put a huge effort on the engineering side to reduce input processing in the engine so you’re only a couple of images behind what you’re really doing. It can not be done in it. So things like the game in cloud do nothing but exaggerate problems we’re trying to eliminate, and it’s hard to see those problems get out of hand. We can not improve another’s cloud service. “
The game in the cloud only exaggerates problems that we are trying to eliminate McCoy adds even more practically uncontrollable factors that hinder the smoothness of the game, such as the delay added by the image processing of televisions or the poorer devices that some internet providers supply to their clients. However, I have acknowledged that there is room for other types of games and players in Stadia and similar proposals.
” I think it will be fine for some games, but not so much for frenetic and high precision games ” McCoy concludes. ” That is only for people who can appreciate it, there will be many other people who see it well and that is valid, but we do not want to mark frenetic shooters in the first person as an objective for the game in cloud “.
Recommended: DOOM Eternal will not miss the European QuakeCon.