Well, here comes the future. This is just Google's version of this technology:
Shadow Tech = PC Gaming on anything, GAME CHANGER
Great for single player gaming. Casual phone gamers is definitely the prime market. I've been predicting since 2015 that Google and Apple would splash into the console gaming market with their HTPC products (ex. Apple TV). They've been ready for a while. They just needed first party support thrown behind a dual-analog controller. Was waiting on Google to release their own version of the NVIDIA Shield. Looks like they're bypassing that strategy to make it so people don't have to buy any separate device at all, and can run it on their phones, or low-end Android devices. Yeah, smart. Didn't see that leapfrog.
Won't be adequate for competitive multiplayer due to light speed limitations (too much microlag).
Don't fall for cloud computing power boasts. Who cares? You're limited by your stream bandwidth. I'm going to operate on the assumption that 484
GB/s is a typo, and that is meant to say
Gb/s. Either way it doesn't matter because they're just pimping connections that don't exist outside of places like Google labs, universities, or the most highly-funded science orgs. In 2018 the
average USA internet speed was
96 Mb/s. Keep in mind that doesn't tell you your lows, and that's if you have your connection all to yourself. If shared in a home with a lot of family members on multiple devices there will be leeching.
I mean, 484 GB/s is just a laughable figure. It's only about 200x as fast as the current fastest NVMe drives in existence can transfer data. I'm not wasting time checking figures and crunching numbers, but I doubt even the Intel Xeon W-3175X CPU can compute data that quickly. It can't just be on
their end. To speak figuratively, that's not how telephones work.
But...apart from intolerable latency to competitive multiplayer the biggest drawback is still nerfed graphics. Those internet users fortunate enough to have the best internet connections see a ceiling compression package delivery via Shadow of 50 Mbps-70 Mbps (Megabits), he says. This takes your PC-caliber graphics to Twitch-caliber streaming. After all, for 1080p@144Hz, your PC requires a transfer of 2389 Mbps to express every single pixel. Not even Gigabit internet is sufficient.
Furthermore, despite that this streamed data is a coded compression, designed to be decoded and unpacked in real-time via hardware acceleration by the "Shadow Ghost" box on your end, there isn't a chance in hell that you're closing that gap, and besides, decoding itself operates on an imprecise dynamic strategy in order to look as close to the uncompressed source as possible (like mp4 and ac3 rips online for video/music). This is also merely 1080p at 144fps.
Of course, the above means that 4K@144Hz, today's most demanding standard, requires 9555 Mb/s in order to push through 100% of the pixels with perfect fidelity.
In other words, looking at the big picture, we're about to enter an internet-limited age for video games. This just makes too much sense for the major corporations as businesses. They can control all their software (ravaging piracy), deliver a viable product for cheaper, and increase their market by an enormous amount.
It will be similar to Netflix/YouTube streaming in its youth, and still to this day. Get ready for graphics to regress, and quite steeply, using these services, for a temporary period. Blu-Ray is still far superior to those streaming video services in terms of raw image, but the compression algorithms (i.e. mp4 video, mp3/aac/opus audio) and people's internet speeds have caught up to the point that in 2019 few care unless they have a gigantic 4K OLED TV that they really want to make pop for guests.
But it was pretty rough there in the late 2000's. Just look at the old fight vids that pop up in the Street Coliseum. There will be a hazing period for this technology, I think, but it won't be so bad, because on the user end, we've already reached these minimums that the human eye finds more tolerable.