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| Test completi di DF . https://www.eurogamer.net/articles/digital...stream-gdc-2019CITAZIONE But what about the games? Assassin's Creed Odyssey took point in the Project Stream demo and it's still Google's 'hero' game. In our prior testing of Assassin's Creed Odyssey on Project Stream, tested on a home internet connection, we pegged button-to-pixel latency for the system at 179ms. The game - which we now know to be a full port of the main line console version of the game - operates at 1080p at 30fps, the half-refresh frame-rate adding to the overall lag. Our measurement here was using a LAN connection to the router, with 200mbps of bandwidth.
I had the opportunity to re-test the system using a later version of the streamer, playing the game on a Google Pixelbook, running ChromeOS and connected via WiFi. The chances are that the internet connection here is even more capable than the 200mbps connection we used previously, but despite the fact that we used WiFi (which adds anything up to 10ms of lag in our previous tests, though router and device configuration could change that) and that we don't know the display lag of the Pixelbook, our most consistent button-to-pixel result is 166ms. Google also offers developers a 'worst case scenario' mode to allow for testing in adverse conditions, which simulates a poor, noisy 15mbps DSL connection.
As the tests are comparing data that's not fully like for like, I wanted to demonstrate the range of latencies you could encounter, so on the second row of the table, I've added back in the complete end-to-end totals for the local experience. The LG C8 we used adds 21ms of lag in Game Mode.
Of course, this is not controlled conditions and Google's connection possibly dwarves the 200mbps link we initially used in our Project Stream tests. But the inescapable conclusion seems to be that gap has closed since we last tested - a full frame's worth of latency has been saved, and almost certainly more than that, as we cannot factor in the Pixelbook's WiFi and display lag, two factors we eliminated from our Project Stream tests easily enough. Assassin's Creed Odyssey is perhaps not the best example for testing, as it's natively a fairly laggy game, so it will be interesting to test faster 60fps titles.
In terms of controller response though, AC Odyssey on Stadia feels very close to a local experience - timing-sensitive moves like parrying are achieved with no problem whatsoever - and that brings us on to another latency element. We tested using the Pixelbook's keyboard, while Google says that its controller's direct WiFi link to the server delivers further latency advantages.
One thing that surprises me now that we know of Stadia's spec is the decision to cap at 30 frames per second. With a 10.7TF graphics core and fast, server-class CPU, we would expect the Stadia port of Assassin's Creed Odyssey to run at 60fps. Based on the results we're seeing here running the PC version at 60fps, latency should drop by 33ms. The Xbox One X version is already bafflingly high in latency terms, to the point where Stadia can match it. Based on the PC results, running at full frame-rate would actually see the streaming version surpass the Xbox game.
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