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wpietri • today at 5:40 PM • 1 reply • view on HN

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.


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AndrewKemendo • today at 5:43 PM

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

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