Is that always so? That was the theory behind the various video-games-in-the-cloud services, but I don't think that worked out.
That was because it wasn’t technically good yet
Unity was notoriously trying to solve this but couldn’t find a way to fix latency
I think Google stadium(?) ran into the same issue
Concurrent shared state at raytracing speed across the internet is basically impossible
That was because it wasn’t technically good yet
Unity was notoriously trying to solve this but couldn’t find a way to fix latency
I think Google stadium(?) ran into the same issue
Concurrent shared state at raytracing speed across the internet is basically impossible