So is cloud gaming the future for sim racing?

I am intrigued by the idea of not having to buy an expensive gaming pc which I would be using solely for racing, few hours a week.

What do the experts think? Is the increased input lag the red flag here?
 
  • Deleted member 197115

Not an expert by any stretch but where would you plug your pedals and steering wheel?
 
Yes - but not any time soon. Ask again in 2030.
Correct. My monthly IT bible PCGamesHW compared some games which was possible to play both via cloud streaming and via the normal way local on PC/console - and the conclusion was that eventhough the clouded versions forced much lower graphical settings in the games then the gameplay was much more lagging and hacking than the normal local based way of playing.
 
The comparasment I refered to made both the clouded gaming and the local based version running on a PC with a monitor - so the introduced display lag should be the same.
But OK it sounds like the OP is aiming at cloud gaming on a telly:thumbsup:
 
  • Deleted member 197115

Into your very basic PC or laptop you’re using to connect to the service.
Makes cloud kind of pointless if you still need PC.
Stadia can also run on TV, Phone, or just Chromecast Ultra, and from what I've seen only supports gamepad.
I can see that cloud gaming as an immediate competitor to consoles but to become a PC replacement might take a while.
Not saying that it's not going to happen in the future.
 
I've been using Stadia since launch and with my 50 Mbps connection I can run at max settings at 4K and so far lag has not been an issue. Whether or not it would become a problem with a sim racing title remains to be seen.
 
The point is that you don’t need a modern/powerful PC to run the games. You could run them on an old PC with integrated graphics and still, potentially, get great performance and be able to use all of your PC-only hardware.

Thats indeed the point why couldgaming will become big. As a sample right now I need a new Videocard, I’m using VR btw. The new RTX2080ti will cost me $1500,- while for cloudgaming it will charge me (only a guess) at €200 maybe €300,- year. Same is even more counting when needed a complete new build, the only negative point is you need: fast internet, a big SSD and I still suspect the RAM, most be very fast & upgraded to 32Gb.
 
Cloud gaming the future of simracing?

To put it bluntly: haha, no. Not anytime soon.

We're struggling with latency, microstutters and various other stuff as it is running the games locally. We're nowhere near ready to do it remotely.

For latest example, see Stadia. Maybe it can kinda sorta work for very casual gamers who couldn't care less about their games (the kind that currently plays on console), but for "serious" gaming, nope.
 
Thats indeed the point why couldgaming will become big. As a sample right now I need a new Videocard, I’m using VR btw. The new RTX2080ti will cost me $1500,- while for cloudgaming it will charge me (only a guess) at €200 maybe €300,- year. Same is even more counting when needed a complete new build, the only negative point is you need: fast internet, a big SSD and I still suspect the RAM, most be very fast & upgraded to 32Gb.

Yes you may end up paying slightly less for the hardware, but the big concern I have is that cloud gaming service market will become fragmented like the streaming service market is now. This in turn means you need to pay for X number of services to be able to play all your favourite games, which would be a huge loss to the consumer. And as @Martin Fiala pointed out, cloud gaming will never be a substitute for fast-paced esports or serious sim racing, these games require minimizing input latency, whereas cloud gaming adds upwards 100 ms delay to every move you make.
 
  • Deleted member 197115

Consoles did not completely kill gaming PCs esp. for sim racing.
Streaming comes with even bigger bag of limitations. So, afraid we are not there yet.
 
We're struggling with latency, microstutters and various other stuff as it is running the games locally.

Whilst I agree that mainstream cloud gaming is probably some way off, problems like microstutters are often traced to problems on the local machine rather than the games themselves. With cloud gaming, your system is effectively a dumb terminal with all the work done remotely. The biggest issue I see is latency and it’s difficult to see that improving significantly with the current technology. Even in a perfect world, there will always be a delay: https://royal.pingdom.com/theoretical-vs-real-world-speed-limit-of-ping/
 
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Whilst I agree that mainstream cloud gaming is probably some way off, problems like microstutters are often traced to problems on the local machine rather than the games themselves.
Precisely my point. You're running the game locally, and yet there are various common issues. Now add a long, relatively slow and completely unpredictable line into the mix.
 
Precisely my point. You're running the game locally, and yet there are various common issues. Now add a long, relatively slow and completely unpredictable line into the mix.

Your advantage over a low-powered, local machine is that, hopefully, the remote machine would be optimised for gaming so latency should be your only problem. Still a problem, though.
 
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