Most AAA games already have 200+ ms delays between pressing a button and anything happening on-screen. So there's plenty of room to redesign things to work around that latency in a lot of games
(This obviously doesn't apply to high-end play on twitch shooters or fighting games though, those are pretty much screwed when it comes to streaming)
I think most of the above still applies, but maybe expand "it'll be good enough for some people" to include some portion of average console-gamers (assuming the rest of the productization is done right, and assuming those console-gamers have fairly good internet)
The thing is that, even there, if you're putting it on a TV you're likely not going to want to plug in your Macbook or whatever. Which means, if you don't already have a console, you're going to be buying dedicated hardware regardless. Which significantly cuts into the "savings"/"no-purchase" angle, and steepens the question of "what's the point of this?"
One thought though: Microsoft could use this as a way to keep last-gen console owners engaged. At some future date when the Xbox Series Y or Z or whatever comes out, people with a Series S might still be able to play the latest games by streaming them. They're using dedicated hardware that plugs into a TV, but it's hardware they already bought which is essentially being repurposed.
Edit: Another thing is that the subscription model and the streaming model don't have to go hand-in-hand. I think game subscriptions are absolutely the future, but I think there will always be a market for devices that download and run those subscribed games locally.
Source please?
I have produced / designed / managed a few AAA games in my life and none of them had a 200ms latency between when you pressed a button and something happened on screen. That delay would be horrible for a fighting game or a driving game. How are you even defining "something happening on screen"?
Let's suppose you are right, that there is a longish latency between when your input is polled and when the game systems fully react. That happens to some extent in RTSs, because changes in the game state are synchronized. But in that case the delay isn't going to hide the network latency, it is going to be added on top of the network latency.
Absolutely false, and I don't know where you got that from.
If there was a game that had that kind of latency between input and reaction, people would notice and the reviews would be horrible.
A 30 fps game could go through a complete loop, updating everything: object positions, inputs in 33ms. At 60 fps assuming everything is synced to frame rate that would 16 ms.
I was asking for the commenter's source of information so I didn't have to guess what he or she meant. It's possible to make a game that doesn't respond a user's input in less than 200ms, but why would you? You don't need to be making a technical tour de force to respond in 16-33ms.
Found an article from a few years ago: https://www.gamasutra.com/view/feature/3725/measuring_respon...
Not all games are that bad, especially these days. And your overall point is correct: adding even a little bit on top of that already horrendous latency is going to be noticeable by players.
0: https://displaylag.com/best-low-input-lag-tvs-gaming-by-game...
200ms, while possible, is far from "most AAA+ games", as OP stated.
Sure, there's people that play on lowest-end consoles, on a crappy LCD TV with game mode disabled, but let's not consider that the norm for all players/all AAA+ games, and I'm going to need hard sources showing whether those worst case environments get even close to triple digit latencies.
This is one of the worst parts of game Streaming - games potentially being designed around it, making them worse for everyone else.