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Bethesda Removes Games from GeForce NOW Game Streaming Service

bug

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I feel a big reason for pulling out of Geforce NOW is because these companies want their own streaming platform.

Won't be surprised if Besthesda and Activision Blizzard announces their very own streaming platforms. Hypothetically speaking, no matter where you log on from, local PC/Browser/Mobile/etc, you'll have access to your games progress and all attached DLC's. The difference being local or internet based gaming.

Why give Nvidia more money when the developers can get the money themselves..

Either that or they want a cut of the $5 Nvidia gets from users.
 
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meh these streaming services are a horrible idea, i'll take my copies local, and if they ever switch to online streaming only, well ive got enough of a back cataloge to keep me happy
Gaming's going backwards anyways.
Who said "secret OS and hardware"? LMAO! More like an iPad running the whole show!
Why buy killer hardware when the only available software will run on a potato?
I'm seriously miffed at AMD drivers, they're lagging my system right now. Gonna rip all the invasive garbage out of my HD here in a minute.
 

eidairaman1

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Good, Game streaming needs to be killed with fire
 

Cheeseball

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Sad really. I was going to stick with the subscription so I can do HPB-training with Doom (2016). Activision-Blizzard and Bethesda probably wants a bigger cut of the revenue, especially since the majority of the game titles reflect the licensing of the ones in Steam.

Technically this is not NVIDIA's call, but on the publishers.
 
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We don't need streaming game services. And it seems more and more game developers are pulling out.
 

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I hate having tons of software idling on my system that has one specific use case..
Why would you have tons of things running, idle or not, on your system? Just start one up when you need it. Until then enjoy quicker startups, more RAM and more CPU cycles.
 
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Greed really, this is a rent hardware service and the publishers want to make revenue for games that have already been purchased by those playing it.
 
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We don't need streaming game services. And it seems more and more game developers are pulling out.
Publishers are pulling out, developers have no say. Devs understand what cpu/gpu virtualization on the cloud is, they get what hardware rental service is. Publishers see opportunity for stadia business model.
What I want to know, do they have any legal right to deny anyone to own a virtual machine on the cloud, have licensed game installed on it, run it on the cloud and stream it back to the living room via remote desktop/teamviewer running on a potato? Because that's what this essentially is ... spiced up with real time mp4 gpu encoding on the server.
Someone will write an open source windows driver that maps DirectInput/XInput over TCP/IP socket, that and nvidia shadowplay should enable anyone to "roll their own" virtual machine with gpu on AWS cloud.
 
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Publishers are pulling out, developers have no say. Devs understand what cpu/gpu virtualization on the cloud is, they get what hardware rental service is. Publishers see opportunity for stadia business model.
What I want to know, do they have any legal right to deny anyone to own a virtual machine on the cloud, have licensed game installed on it, run it on the cloud and stream it back to the living room via remote desktop/teamviewer running on a potato? Because that's what this essentially is ... spiced up with real time mp4 gpu encoding on the server
I get GeForce Now, as it's totally better over Stadia and 99% cheaper. But is there a cost or profit incentive for game publishers to allow there games on GeForce Now?
 
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For streaming non-interactive content 90ms is acceptable, but for gaming? Forget about it... How did you play like that? I had a screen once that had 8ms pixel timing and it was unbearable, replaced it within a month.
Well... tightly timed boss fights aside, where even 1/10th of a second made a difference, I would not even notice it.
It is also notable that under 30ms lag was considered decent for a TV not so long ago (perhaps it still is).

Seriously, what would happen within 8ms in a game like, say, Witcher 3?
 

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I get GeForce Now, as it's totally better over Stadia and 99% cheaper. But is there a cost or profit incentive for game publishers to allow there games on GeForce Now?

Probably not. Because most players that already own the games on Steam can just jump on Geforce Now and use their existing license. If anything, they don't gain much unless NVIDIA is not giving a good chunk of that $5.

Like others have said, they probably want to start their own streaming service, which is probably not going to fly well considering NVIDIA's business model made the most sense.
 
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But is there a cost or profit incentive for game publishers to allow there games on GeForce Now?
When you invest zero, anything you earn is infinity percent profit. That's right, publishers don't pay your bandwidth or nvidia data centers, they already sold you the game and they would sell countless more to macbook users and similar, but no they will segment the market once again, same as with netflix/hulu/others, steam/origin/uplay/others, and to do that they will need to buy server gpus from nvidia in bulk. Funny how that works out for nvidia... and opens up bargaining opportunities
 
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Yeah publishers want the money.... yesterday, hence why many games are often released well before they are actually ready.
 
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OK.
Well my point was those that make the game need to profit from the game or there wouldn't be games anymore.
 
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Here is an interesting review

Digital Trends said:
The most significant seems to be the resolution. GeForce Now claims up to 1080p, but that’s not what I experienced in many situations, even on connections superior to what Nvidia says is ideal. Image quality was often muddy compared to 1080p rendered on a local GPU, suggesting my stream was below the target resolution. A dive into the advanced diagnostics (accessible through the Ctrl-Alt-F6 shortcut) revealed a stream that was often at 720p, not 1080p.

Macroblocking, a result of video compression, was visible more often than I’d prefer. It was most noticeable in high-contrast scenes with significant movement. Any game that makes liberal use of light shafts or bloom is likely to bring this issue to the fore. Yet I could also notice it, at times, when scrolling across the map in Age of Wonders: Planetfall.
 
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Ok, I'll concede, you do have a good point. Sub 30ms would be great as long as it is kept consistent 99.9999% of the time. When server lag causes problems is when games get unacceptably laggy.

This kind of posts always bring me back to my teenage years when I often played Serious Sam in multiplayer co-op mode and I tolerated a 300/360 ms lag, while 150/180 ms was like a really good day :laugh:

Today I don't tolerate anything beyond 200 ms, though.
 
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This is a streaming service. Until ISPs and service providers can get latency to sub-millisecond ranges, streaming can not replace local installation.
Until "we" discover something faster that the speed of electric current, or light, those 300K Km/s are not going anywhere not to mention the latencies.
 

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OK.
Well my point was those that make the game need to profit from the game or there wouldn't be games anymore.
Well, their point is when they profit $1mn, there's always a bean counter pointing out they could have profited $2mn.

I don't think profits are a problem within the industry, as much as bad planning. You know, studios that do well, but put all their eggs in one basket and a misstep puts them out of business.
 
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Until "we" discover something faster that the speed of electric current, or light, those 300K Km/s are not going anywhere not to mention the latencies.
Until we can use quantum entanglement connections, we would benefit from faster routing and overall internet topology with less hops to destination node.
Case in point, try https://tools.keycdn.com/traceroute and put google.com to test from all over the world how many times data packets get routed on the way to google data centers. For some countries that's 7 hops, an 18 hops for others - huge latency variation
 
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