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by gloriousternary
1852 days ago
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With Stadia et al. your computer sends keystrokes and mouse movements to Google's servers, and the server returns a video feed that's then displayed on your screen. Today's multiplayer games send and receive movement information and such, but the graphics rendering, which I believe is the main issue here, is still done client-side. |
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The hard part is dealing with 300 players communicating simultaneously with random delays and state changes, in an environment that doesn’t really handle delays very well (a text chat can be 10s late and no one cares. A character moving can only be a frames late before interpolation becomes obvious, and you start teleporting people around). And tracking the state changes across users and passing them around tends to add up, causing further delays.
Of course, you could always change the game model itself too. RuneScape & Maplestory trivially enabled large groups of players simultaneously (pretty sure you could easily find places with 200+ players visible and active). Runescape was basically turn-based and ran like 1 turn a second, so much larger room for delays. Maplestory capped actual active play to relatively few players, but enabled large quantities in towns acting as glorified visual chat rooms — which solved 90% of the feeling of being in a large community. The Maplestory strategy I think nearly every MMO implements.