WEBVTT - The Google Stadia Story

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<v Speaker 1>Welcome to tech Stuff, a production from my Heart Radio.

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<v Speaker 1>Hey there, and welcome to tech Stuff. I'm your host,

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<v Speaker 1>Jonathan Strickland. I'm an executive producer with Heart Radio and

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<v Speaker 1>I love all things tech and you know, guys, I

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<v Speaker 1>really I enjoy playing PC games a lot. But one

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<v Speaker 1>thing I am not super crazy about is having to

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<v Speaker 1>upgrade my system on the RAG in order to keep

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<v Speaker 1>up with the latest advancements in gaming. This is something

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<v Speaker 1>that first started happening to me back in the nineties,

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<v Speaker 1>and I hated it then and I hate it now.

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<v Speaker 1>I'm one of those folks who gets rubbed the wrong

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<v Speaker 1>way when I have to turn down a graphics setting

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<v Speaker 1>in a game just so that the game will run

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<v Speaker 1>more smoothly. You know, in my head, I'm always thinking,

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<v Speaker 1>this isn't how the game is supposed to be played.

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<v Speaker 1>It's supposed to be played at the top of those settings.

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<v Speaker 1>That's what they made it for. But my machine just

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<v Speaker 1>can't do that. Keeping up with the latest in graphics

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<v Speaker 1>hardware is really expensive, and sometimes it's just plain impossible

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<v Speaker 1>because of all of the gosh dang bitcoin miners who

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<v Speaker 1>are scooping up all the ding dang during GPUs pardon

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<v Speaker 1>my language. Well, consoles are an alternative to two PCs,

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<v Speaker 1>I mean, obviously, but they come with their own drawbacks.

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<v Speaker 1>For one thing, tracking down a PS five is a

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<v Speaker 1>devilish lee hard thing to do right now as I

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<v Speaker 1>record this episode. For another, the latest generation of consoles

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<v Speaker 1>don't really have a robust library to draw from yet

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<v Speaker 1>their their brand new. The pandemic really messed up video

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<v Speaker 1>game development. Most games that are available right now are

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<v Speaker 1>remasters or titles that span generations of consoles. So you

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<v Speaker 1>could get the PS five version of a game, but

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<v Speaker 1>you're also thinking, yeah, but this is also available on

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<v Speaker 1>the PS four. I could just play this game on

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<v Speaker 1>a cheaper console. Plus, you still have to upgrade every

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<v Speaker 1>so often, right, I mean, if you want to keep up,

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<v Speaker 1>you've got to buy another console when a new one

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<v Speaker 1>comes out. Those some companies like Sony have a reputation

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<v Speaker 1>of supporting older systems far beyond the launch of the

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<v Speaker 1>subsequent PlayStation console. Uh. The PS four is not really

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<v Speaker 1>one of those, actually, because in order to try and

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<v Speaker 1>meet more demand for PS five, Sony recently announced that

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<v Speaker 1>it was discontinuing nearly all PS four models in an

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<v Speaker 1>effort to switch their manufacturing process over to making more

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<v Speaker 1>PS five consoles. But what if you didn't have to

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<v Speaker 1>worry about any of that, right, what if you could

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<v Speaker 1>just subscribe to a service where you never needed to

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<v Speaker 1>worry about upgrading your system because the games you play

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<v Speaker 1>wouldn't be running on your device. It would be running

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<v Speaker 1>on someone else's computer and it would be a screaming

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<v Speaker 1>fast computer with the capability to push out four K

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<v Speaker 1>resolution video, and you could play these games pretty much

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<v Speaker 1>on anything, on a computer or maybe on your TV,

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<v Speaker 1>or even on your phone. That is the sales pitch

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<v Speaker 1>for Google Stadium, a game streaming service, something that Google

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<v Speaker 1>first unveiled in March nineteen during the Game Developers Conference. Now,

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<v Speaker 1>let's be clear, Google Stadia is by far not the

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<v Speaker 1>only cloud gaming service out there that does this. I mean,

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<v Speaker 1>you can do this with PlayStation now, on Sony consoles

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<v Speaker 1>or on a PC. Microsoft has x Cloud, which currently

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<v Speaker 1>runs on Windows ten and Android and will later run

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<v Speaker 1>on iOS devices. And sometimes we call these types of

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<v Speaker 1>models gaming on demand or sometimes cloud gaming. And Google

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<v Speaker 1>Stadia or these other services. None of these are the

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<v Speaker 1>first ones either. So today we're gonna talk about the

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<v Speaker 1>history of cloud gaming and Google Stadia in particular. Now,

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<v Speaker 1>I can't do just a full episode just on Google Stadia.

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<v Speaker 1>There's not enough to talk about, and that's a big

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<v Speaker 1>part of the problem with Google Stadia. But I can

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<v Speaker 1>explain the process of where this came from. Now you

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<v Speaker 1>could argue that we saw the groundwork laid for cloud

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<v Speaker 1>based gaming systems with games like the old M M

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<v Speaker 1>O RPGs of the late nineties and early two thousands.

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<v Speaker 1>I'm talking Your Ultimate Onlines, Your Ever Quests, and later

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<v Speaker 1>Your World of Warcrafts. These required players to install software

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<v Speaker 1>to their home systems that contained many of the assets

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<v Speaker 1>needed for the game. And then you have online servers

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<v Speaker 1>often called shards in the early days thanks to Ultimate Online.

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<v Speaker 1>And then you have those coordinating the actions of hundreds

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<v Speaker 1>or potentially thousands of players so that you at playing

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<v Speaker 1>locally on your machine see where everybody else happens to be.

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<v Speaker 1>Because of this relationship between your computer and the server,

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<v Speaker 1>these games typically took forms where problems like latency and

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<v Speaker 1>data transfer speeds wouldn't be a huge issue, and the

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<v Speaker 1>local machines did a lot of the heavy lifting. So

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<v Speaker 1>in this case, you're talking about a computer that's still

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<v Speaker 1>running some hefty software on its own and then is

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<v Speaker 1>working in tandem with a game server. But even the

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<v Speaker 1>history of cloud gaming proper dates back quite a ways,

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<v Speaker 1>and it also includes one of the greatest examples of vaporware.

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<v Speaker 1>And according to at least some accounts, it was a

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<v Speaker 1>total scam. So let's take a very quick detour to

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<v Speaker 1>talk about the Phantom. Now, way back in two thousand three,

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<v Speaker 1>a company called Infinium Labs announced that it was working

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<v Speaker 1>on a revolutionary gaming console it called the Phantom, and

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<v Speaker 1>that name would out to be prophetic and the gold

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<v Speaker 1>mine for snarky headlines, including some that I wrote. It

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<v Speaker 1>was going to be an on demand video game service.

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<v Speaker 1>It was essentially the basic concept for cloud based video

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<v Speaker 1>game streaming stuff we actually have today. But back in

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<v Speaker 1>two thousand three, this was an incredibly ambitious plan. Now

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<v Speaker 1>I say that not because the technology needed to run

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<v Speaker 1>such stuff is particularly advanced. A decently configured PC could

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<v Speaker 1>run games pretty well. You would need to build out

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<v Speaker 1>the framework for the service. On the user side, you'd

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<v Speaker 1>have to have some sort of portal through which the

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<v Speaker 1>user could remotely log into that PC that's running the game.

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<v Speaker 1>So you would need to build some sort of software

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<v Speaker 1>to allow for that, but it's essentially a remote log in.

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<v Speaker 1>On a conceptual level, at least, it's not that complicated.

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<v Speaker 1>But back in two thousand three, broadband was still just

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<v Speaker 1>gradually rolling out to most of the people who would

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<v Speaker 1>be viable customers for such a service. Heck, according to

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<v Speaker 1>the site all Connect, back in two thousand four, some

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<v Speaker 1>of Internet users were still relying on dial up modems,

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<v Speaker 1>and since those top out at fifty six kilobits per second,

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<v Speaker 1>there's no way you'd have any sort of satisfying game

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<v Speaker 1>experience on that kind of connection. Even if we were

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<v Speaker 1>to assume that the actual Phantom business model was that

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<v Speaker 1>you were to download games but you would only be

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<v Speaker 1>able to play them for as long as you had

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<v Speaker 1>the permission from Infinium Labs. That would take ages over

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<v Speaker 1>fifty six kilobits per second data line. That being said,

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<v Speaker 1>the way the Phantom was marketed it sounded more like

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<v Speaker 1>cloud gaming, less like you purchase a game and download

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<v Speaker 1>it to your device. For modern cloud gaming services, you're

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<v Speaker 1>generally looking at a recommended minimum bandwidth of around ten

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<v Speaker 1>to fifteen megabits per second, and that's at the slowest level.

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<v Speaker 1>But even at that slow quote unquote level. That's nearly

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<v Speaker 1>times faster than the top speed you would get with

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<v Speaker 1>a dial up modem. At that speed, you're probably looking

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<v Speaker 1>at games running at just seven twenty P resolution, which

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<v Speaker 1>isn't even HD quality. So if you did want four

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<v Speaker 1>K gaming, you're gonna need some fatter pipes, as they say,

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<v Speaker 1>to deliver information faster. And by faster, I really mean

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<v Speaker 1>amount of data per second. The transmission speed of the

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<v Speaker 1>signal is something else entirely, but that does raise another question. See,

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<v Speaker 1>besides the barrier of how much data you can pull

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<v Speaker 1>down per second, you also have latency issues. Latency is

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<v Speaker 1>the lag you experienced between when you send a command

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<v Speaker 1>and when you see that command carried out. So if

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<v Speaker 1>you've ever been on a website and you clicked on

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<v Speaker 1>a link and then you had to wait a bit

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<v Speaker 1>before anything happened, that's latency. And there's a lot of

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<v Speaker 1>stuff that can cause cause latency, from the programming of

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<v Speaker 1>a game to the distance that's between you and whatever

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<v Speaker 1>machine that game is actually running on. Heck, if you're

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<v Speaker 1>playing on a local machine, so it's a computer that's

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<v Speaker 1>like right in front of you, and it's in your home,

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<v Speaker 1>and you have a wired controller connected to your computer,

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<v Speaker 1>but for some reason, that controller has an absurdly long chord,

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<v Speaker 1>like in this case, something that's many, many, many miles long.

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<v Speaker 1>And I get it, this is an absurd, unrealistic example,

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<v Speaker 1>but I'm making a point here. Because that cable would

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<v Speaker 1>be many miles long, you would experience latency as you

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<v Speaker 1>push buttons and move the thumbsticks around because it does

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<v Speaker 1>take time for the signal to pass through from the

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<v Speaker 1>controller to your console. Now, we've got to keep in

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<v Speaker 1>mind that the fastest speed anything can travel in our

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<v Speaker 1>universe is the speed of light. However, signals moving through

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<v Speaker 1>cable move a little slower than that. If we're talking

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<v Speaker 1>about coaxial cable, the electrical signal travels about two thirds

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<v Speaker 1>the speed of light, So the speed of transmission depends

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<v Speaker 1>upon the medium through which the signal is traveling. Anyway,

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<v Speaker 1>my point is that the further the signal needs to

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<v Speaker 1>travel from the host computer that's running the game to

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<v Speaker 1>whatever device you're using to play the game, the more

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<v Speaker 1>latency you're going to encounter. Because physics, one way to

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<v Speaker 1>cope with this is to have a lot of memory

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<v Speaker 1>and the user's device and load as much of the

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<v Speaker 1>game as possible onto the local machine, you know, the

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<v Speaker 1>one connected to your television, for example, and it would

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<v Speaker 1>be pulling data locally as much as it possibly could

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<v Speaker 1>in order to cut down on things like latency as

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<v Speaker 1>well as delivering higher resolution experience for you. But this

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<v Speaker 1>would mean you would need to wait while your device

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<v Speaker 1>pulled down data from the host. It would be buffering. Essentially.

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<v Speaker 1>This has its own set of problems. It's not a

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<v Speaker 1>very practical solution. Games frequently are not optimized for this

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<v Speaker 1>sort of play. Most developers create games with the assumption

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<v Speaker 1>that those games are just going to be played on

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<v Speaker 1>a local device, So creating a game that can manage

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<v Speaker 1>data this way requires a more specialized approach, and in fact,

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<v Speaker 1>most of the time you're looking at a specific certification

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<v Speaker 1>process for games to run on cloud gaming services in

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<v Speaker 1>order to deliver the experience that the game developers intend

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<v Speaker 1>the user to have. Then there's the way that information

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<v Speaker 1>travels across the Internet. We're not gonna go all the

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<v Speaker 1>way into packet switching and everything that would take forever,

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<v Speaker 1>but just imagine an actual net criss cross of all

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<v Speaker 1>these different lines. So this is the kind of net

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<v Speaker 1>that you would catch fishing. That mesh is made up

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<v Speaker 1>of these little lines that link with one another. So

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<v Speaker 1>imagine that each of those links, each of those points

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<v Speaker 1>where the the mesh is meeting, that represents a server

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<v Speaker 1>or a router or a computer that's connected to the Internet,

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<v Speaker 1>and you pick two links that are a good distance

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<v Speaker 1>from each other. On the Internet, information can travel pretty

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<v Speaker 1>much any available route between those two points, and it

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<v Speaker 1>travels in packets, so not all the packets follow the

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<v Speaker 1>same pathway. This is part of what makes the Internet

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<v Speaker 1>so robust because there are multiple pathways from the source

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<v Speaker 1>to the destination, so information can get to where it's

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<v Speaker 1>going even if some servers or routers go offline in

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<v Speaker 1>between the source and the destination. In other words, if

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<v Speaker 1>I were sending you a file from my computer to

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<v Speaker 1>your computer, the file would get divided up into packets

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<v Speaker 1>of data, and those packets would travel across the Internet,

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<v Speaker 1>going through various pathways, and then arrive at your computer

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<v Speaker 1>and get reassembled like a puzzle, and then you would

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<v Speaker 1>get the file. That's the way the Internet works, but

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<v Speaker 1>it does create some challenges when you're developing streaming services. Now,

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<v Speaker 1>clearly it is possible to build out low latency high

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<v Speaker 1>band with connections. But back in the early two thousands

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<v Speaker 1>when Infinium Labs launched, these were in really concentrated regions

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<v Speaker 1>and major metropolitan areas, and they were largely restricted to

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<v Speaker 1>enterprise level transactions, which means this infrastructure wasn't really robust

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<v Speaker 1>yet and most end users wouldn't have access to the

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<v Speaker 1>speeds needed to deliver a good experience. So all of

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<v Speaker 1>this is to say that the technical requirements needed to

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<v Speaker 1>make the phantom viable, we're not really what we had

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<v Speaker 1>available to us back in the early two thousand's, at

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<v Speaker 1>least not from an Internet infrastructure perspective. If you did

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<v Speaker 1>have broadband, and if Infinium Labs had built out lots

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<v Speaker 1>of servers near your neck of the woods so that

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<v Speaker 1>you're not dialing halfway across the globe to play a game,

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<v Speaker 1>then arguably it was possible, but not necessarily practical, and

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<v Speaker 1>not at very high resolutions or frame rates. And just

0:13:58.280 --> 0:14:00.520
<v Speaker 1>to answer that question, frame rate or first to the

0:14:00.679 --> 0:14:03.840
<v Speaker 1>number of frames or images that appear in a second

0:14:04.360 --> 0:14:08.840
<v Speaker 1>on your display. Higher frame rate generally means smoother animation,

0:14:09.200 --> 0:14:11.920
<v Speaker 1>which is pretty easy to grasp. So imagine it's your

0:14:12.000 --> 0:14:14.520
<v Speaker 1>job to draw a series of images that show a

0:14:14.600 --> 0:14:18.040
<v Speaker 1>stick figure running, and you're going to flip through these

0:14:18.080 --> 0:14:20.800
<v Speaker 1>images in a second. If you only have three sheets

0:14:20.840 --> 0:14:24.120
<v Speaker 1>of paper, then you're only allowed to draw one image

0:14:24.160 --> 0:14:27.520
<v Speaker 1>per sheet. You're really limited on the number of poses

0:14:27.600 --> 0:14:29.720
<v Speaker 1>that you can draw. You can only draw three poses,

0:14:29.960 --> 0:14:32.760
<v Speaker 1>so you're not gonna have a very smooth running animation.

0:14:33.080 --> 0:14:36.240
<v Speaker 1>If you have thirty sheets of paper, you can create

0:14:36.280 --> 0:14:39.080
<v Speaker 1>a lot more poses, and you have allowed for smoother

0:14:39.120 --> 0:14:43.920
<v Speaker 1>animation when those thirty sheets are are flipped within one second.

0:14:44.680 --> 0:14:47.640
<v Speaker 1>If you had sixty sheets of paper, you could create

0:14:47.760 --> 0:14:51.440
<v Speaker 1>even more subtle transitions and the animation would look even

0:14:51.520 --> 0:14:55.560
<v Speaker 1>more smooth, and you start hitting diminishing returns after a while,

0:14:55.680 --> 0:14:59.520
<v Speaker 1>particularly if you're consistently animating the sheets by flipping them

0:14:59.600 --> 0:15:02.080
<v Speaker 1>at that same speed or as in like all the

0:15:02.160 --> 0:15:06.000
<v Speaker 1>sheets within a second. But generally speaking, the benchmark and

0:15:06.080 --> 0:15:09.240
<v Speaker 1>gaming tends to be around sixty frames per second, with

0:15:09.400 --> 0:15:13.840
<v Speaker 1>thirty frames being considered acceptable. Anything less than that is

0:15:14.000 --> 0:15:17.800
<v Speaker 1>a problem. Anyway, that wasn't the end of the questions

0:15:17.840 --> 0:15:20.840
<v Speaker 1>about the Phantom. People also wondered how this little startup

0:15:20.880 --> 0:15:25.000
<v Speaker 1>would form the business relationships necessary to secure rights with

0:15:25.080 --> 0:15:28.440
<v Speaker 1>all those video game companies in order to sell titles

0:15:28.560 --> 0:15:32.080
<v Speaker 1>to customers. Back in the physical media days, it was

0:15:32.120 --> 0:15:34.480
<v Speaker 1>easy to think, hey, I bought a copy of this game.

0:15:34.840 --> 0:15:37.600
<v Speaker 1>This copy of the game is mine, after all, we

0:15:37.800 --> 0:15:42.200
<v Speaker 1>had the physical copy. But as streaming services began to appear,

0:15:42.600 --> 0:15:45.960
<v Speaker 1>that thinking transitioned into I have purchased a license to

0:15:46.280 --> 0:15:49.720
<v Speaker 1>access this content. The same would be true for games,

0:15:50.520 --> 0:15:53.520
<v Speaker 1>but established video game companies weren't likely to just allow

0:15:53.600 --> 0:15:55.920
<v Speaker 1>us start up to purchase copies of games and then

0:15:56.080 --> 0:15:59.480
<v Speaker 1>rent out time on fast machines so that other people

0:15:59.560 --> 0:16:02.680
<v Speaker 1>could play those games without having to buy their own copy.

0:16:03.400 --> 0:16:06.040
<v Speaker 1>There was going to be some sort of licensing fee

0:16:06.080 --> 0:16:08.240
<v Speaker 1>and agreement that would need to be in place for

0:16:08.320 --> 0:16:10.440
<v Speaker 1>that to happen, and that that's where things start to

0:16:10.480 --> 0:16:13.920
<v Speaker 1>get really complicated. There was no guarantee that any two

0:16:14.120 --> 0:16:18.160
<v Speaker 1>video game publishers would even behave in the same way,

0:16:18.320 --> 0:16:20.680
<v Speaker 1>so you might have to have unique agreements for every

0:16:20.720 --> 0:16:23.440
<v Speaker 1>single publisher, and then you'd have to figure out how

0:16:23.560 --> 0:16:26.480
<v Speaker 1>those economics work, and that in itself is a huge challenge.

0:16:26.640 --> 0:16:29.680
<v Speaker 1>It's not an insurmountable one, mind you, but definitely a

0:16:29.760 --> 0:16:33.560
<v Speaker 1>tough one to solve. So this announced console, which Infinium

0:16:33.680 --> 0:16:36.600
<v Speaker 1>Labs named the Phantom, and there were no end of

0:16:36.720 --> 0:16:39.680
<v Speaker 1>articles online that pointed out how apt that name would

0:16:39.720 --> 0:16:43.640
<v Speaker 1>turn out to be. It never materialized beyond some questionable

0:16:43.720 --> 0:16:46.720
<v Speaker 1>prototypes that may or may not have had working components

0:16:46.760 --> 0:16:49.800
<v Speaker 1>in them, and it's no big surprise as the idea,

0:16:50.080 --> 0:16:53.240
<v Speaker 1>while intriguing, was way ahead of its time. The Phantom

0:16:53.320 --> 0:16:56.400
<v Speaker 1>became the subject of a lot of skepticism and investigation.

0:16:56.560 --> 0:16:58.760
<v Speaker 1>If you do a search for stories about the Phantom

0:16:58.840 --> 0:17:02.240
<v Speaker 1>and Infinium Labs, you're likely to find posts about how

0:17:02.400 --> 0:17:04.919
<v Speaker 1>the address listed for the company led to what appeared

0:17:04.920 --> 0:17:08.879
<v Speaker 1>to be unoccupied office space. There are accusations that the

0:17:08.960 --> 0:17:12.119
<v Speaker 1>founder and various executives at the company were running a scam,

0:17:12.720 --> 0:17:15.320
<v Speaker 1>and that the prototype devices the company showed off were

0:17:15.400 --> 0:17:19.440
<v Speaker 1>dummy devices or other computers disguised as a Phantom console.

0:17:20.160 --> 0:17:22.600
<v Speaker 1>I don't know if the whole thing actually was a

0:17:22.720 --> 0:17:25.000
<v Speaker 1>scam from the start, or if this was one of

0:17:25.040 --> 0:17:28.800
<v Speaker 1>those situations where everyone started off with a sincere goal

0:17:29.160 --> 0:17:32.960
<v Speaker 1>too really achieved this and it just proved to be unattainable.

0:17:33.400 --> 0:17:35.520
<v Speaker 1>So the Phantom kind of falls in the same similar

0:17:35.640 --> 0:17:39.159
<v Speaker 1>category as therein nos. Perhaps the worst part of what

0:17:39.359 --> 0:17:41.720
<v Speaker 1>went on with the Phantom is that it led people

0:17:41.760 --> 0:17:45.000
<v Speaker 1>to doubt the viability of a similar service later down

0:17:45.080 --> 0:17:47.760
<v Speaker 1>the road, which would make it harder for companies to

0:17:47.920 --> 0:17:51.040
<v Speaker 1>establish a user base and revenue model. Even as we

0:17:51.119 --> 0:17:55.320
<v Speaker 1>saw high speed, low latency solutions rolling out to larger populations,

0:17:55.680 --> 0:17:58.639
<v Speaker 1>the story of the Phantom haunted those who hoped to

0:17:58.760 --> 0:18:02.440
<v Speaker 1>provide online game gaming services. When we come back, i'll

0:18:02.440 --> 0:18:05.520
<v Speaker 1>talk about another attempt to make an online gaming company

0:18:05.800 --> 0:18:08.359
<v Speaker 1>that fell through, and we'll look at what Google hopes

0:18:08.400 --> 0:18:11.560
<v Speaker 1>to do differently. But first let's take a quick break.

0:18:19.119 --> 0:18:21.720
<v Speaker 1>A few years after the Phantom debacle, there was a

0:18:21.840 --> 0:18:25.320
<v Speaker 1>service called on Live Gaming on Live as I'm sure

0:18:25.400 --> 0:18:28.200
<v Speaker 1>you all know, as a portmanteau of online and live,

0:18:28.840 --> 0:18:33.119
<v Speaker 1>something I only just realized as I started taking notes

0:18:33.280 --> 0:18:36.200
<v Speaker 1>this time, not that I had never heard of it before.

0:18:36.280 --> 0:18:39.000
<v Speaker 1>I had heard of it, I just didn't put it

0:18:39.119 --> 0:18:44.360
<v Speaker 1>together because I'm dense and slow. But on Live, despite

0:18:44.440 --> 0:18:48.320
<v Speaker 1>existing and technically working, would have its own share of

0:18:48.480 --> 0:18:51.520
<v Speaker 1>controversy over the years. Now. The company was founded in

0:18:51.560 --> 0:18:54.119
<v Speaker 1>two thousand nine, and it aimed to create a cloud

0:18:54.359 --> 0:18:57.760
<v Speaker 1>gaming service in which people would rent access to game

0:18:57.840 --> 0:19:01.920
<v Speaker 1>titles without having to download and installed them. So while

0:19:01.960 --> 0:19:04.159
<v Speaker 1>the Phantom may or may not have been intended to

0:19:04.240 --> 0:19:08.840
<v Speaker 1>do this, online definitely was. You played the games through

0:19:08.880 --> 0:19:12.080
<v Speaker 1>a portal service on computers and mobile devices, or through

0:19:12.119 --> 0:19:15.960
<v Speaker 1>a dedicated console system called the on Live game system.

0:19:16.520 --> 0:19:19.840
<v Speaker 1>Unlike the Phantom, this was something that actually existed as

0:19:19.880 --> 0:19:23.480
<v Speaker 1>a consumer product, and with broadband adoption being much further

0:19:23.600 --> 0:19:26.359
<v Speaker 1>along in the old days of two thousand four, it

0:19:26.480 --> 0:19:30.639
<v Speaker 1>actually had perhaps a fighting chance. The founder of on

0:19:30.880 --> 0:19:34.399
<v Speaker 1>Live was Steve Perlman, who had been responsible for some

0:19:34.520 --> 0:19:37.119
<v Speaker 1>pretty big products in the past, like web TV and

0:19:37.280 --> 0:19:40.760
<v Speaker 1>quick Time. He introduced the service in two thousand nine

0:19:41.160 --> 0:19:44.800
<v Speaker 1>at the Game Developers Conference. He explained that his system

0:19:44.880 --> 0:19:48.040
<v Speaker 1>would allow gamers to play brand new titles at top

0:19:48.119 --> 0:19:52.080
<v Speaker 1>settings without needing all the local hardware. One of the

0:19:52.119 --> 0:19:55.840
<v Speaker 1>big elements that made it possible was a video compression strategy.

0:19:56.280 --> 0:19:59.840
<v Speaker 1>On the server side, algorithms would compress outgoing video st

0:20:00.000 --> 0:20:03.920
<v Speaker 1>teams to players. Software either on the player's computer or

0:20:04.040 --> 0:20:07.399
<v Speaker 1>mobile device or on an online console, would decompress the

0:20:07.480 --> 0:20:11.159
<v Speaker 1>video on the other end. There were some latency issues,

0:20:11.440 --> 0:20:13.920
<v Speaker 1>but the thing that really killed on Live was that

0:20:14.119 --> 0:20:18.159
<v Speaker 1>players just never really joined up. According to the Verge

0:20:18.480 --> 0:20:23.920
<v Speaker 1>at its peak on Live only saw concurrent players, which

0:20:24.000 --> 0:20:26.760
<v Speaker 1>meant all the money the company had spent on server

0:20:27.000 --> 0:20:30.520
<v Speaker 1>farms was wasted, as most of its servers were dormant

0:20:30.640 --> 0:20:33.680
<v Speaker 1>most of the time. The company was reportedly burning through

0:20:33.840 --> 0:20:37.960
<v Speaker 1>five million dollars every month toward the end. The company's

0:20:38.000 --> 0:20:41.520
<v Speaker 1>business model allowed users to demo games for free, so

0:20:41.600 --> 0:20:43.680
<v Speaker 1>you could play like a demo level of a game,

0:20:44.119 --> 0:20:47.120
<v Speaker 1>or you could purchase the rights to play a specific title,

0:20:47.440 --> 0:20:50.000
<v Speaker 1>but very few people were doing more than just testing

0:20:50.040 --> 0:20:53.480
<v Speaker 1>out games, and Online couldn't reach deals with several of

0:20:53.520 --> 0:20:57.600
<v Speaker 1>the top tier video game publishers, so it's library was limited.

0:20:57.920 --> 0:21:01.080
<v Speaker 1>On top of all that, game companies demanded that Online

0:21:01.200 --> 0:21:03.640
<v Speaker 1>offer their titles at the same price you would find

0:21:03.840 --> 0:21:07.080
<v Speaker 1>on other stores, including those that allow you to actually

0:21:07.200 --> 0:21:09.880
<v Speaker 1>download a copy of the game to your own machine,

0:21:10.400 --> 0:21:12.840
<v Speaker 1>and the quality of the experience largely depended upon the

0:21:12.880 --> 0:21:15.679
<v Speaker 1>broadband connection of the user. So, in other words, if

0:21:15.720 --> 0:21:18.160
<v Speaker 1>you're a gamer and you're told, well, you can buy

0:21:18.280 --> 0:21:21.040
<v Speaker 1>a copy of this brand new game, it's gonna cost

0:21:21.080 --> 0:21:23.560
<v Speaker 1>you sixty dollars if you want to download it to

0:21:23.640 --> 0:21:26.960
<v Speaker 1>your computer where it will run on your hardware at

0:21:27.000 --> 0:21:31.120
<v Speaker 1>the top level of your hardware's capabilities, or you could

0:21:31.119 --> 0:21:34.320
<v Speaker 1>spend that same sixty dollars to run on this streaming

0:21:34.440 --> 0:21:39.320
<v Speaker 1>service and potentially have a less satisfying experience. Well, that's

0:21:39.359 --> 0:21:43.359
<v Speaker 1>not much of a sales pitch. Meanwhile, a competing service

0:21:43.440 --> 0:21:47.520
<v Speaker 1>called guy Kai g a i k Ai was meeting

0:21:47.600 --> 0:21:50.960
<v Speaker 1>with more success, in large part because Geikai only offered

0:21:51.200 --> 0:21:54.920
<v Speaker 1>limited playable demos of games. It didn't represent a threat

0:21:54.960 --> 0:21:57.879
<v Speaker 1>to the video game companies or retail businesses because they

0:21:57.920 --> 0:22:01.160
<v Speaker 1>didn't sell games. And moreover, the founder of gei Kai

0:22:01.400 --> 0:22:04.000
<v Speaker 1>was David Perry, who had a history in the video

0:22:04.080 --> 0:22:08.720
<v Speaker 1>game industry, while Pearlman didn't, and Pearlman over it on

0:22:08.840 --> 0:22:11.680
<v Speaker 1>Live really didn't like the guy Kai was making headway,

0:22:12.000 --> 0:22:15.600
<v Speaker 1>and eventually he started to demand Onlve not support games

0:22:16.000 --> 0:22:19.160
<v Speaker 1>that had found their way onto gei Kai, which further

0:22:19.359 --> 0:22:23.800
<v Speaker 1>limited on Live's library. Ultimately, on Live just couldn't make

0:22:23.880 --> 0:22:26.600
<v Speaker 1>the business work. The company burned through its investment money,

0:22:26.760 --> 0:22:30.800
<v Speaker 1>and in twelve Pearlman gathered staff together, said the company

0:22:30.920 --> 0:22:34.800
<v Speaker 1>was folding, laid off everyone without severance, and then formed

0:22:34.840 --> 0:22:37.800
<v Speaker 1>a new company that bought the assets of the old

0:22:37.960 --> 0:22:40.760
<v Speaker 1>company and hired on a skeleton crew to run things

0:22:40.840 --> 0:22:45.920
<v Speaker 1>which that burned some bridges. Sony would ultimately come along

0:22:46.040 --> 0:22:50.639
<v Speaker 1>and scoop up on Live's assets, shutting it down in Sony,

0:22:50.720 --> 0:22:55.119
<v Speaker 1>by the way, also acquired guy Kai three years before that. Today,

0:22:55.520 --> 0:22:59.440
<v Speaker 1>besides the Xbox and PlayStation streaming video game services that

0:22:59.520 --> 0:23:02.360
<v Speaker 1>I've already you mentioned, there are a few more out there,

0:23:02.560 --> 0:23:06.359
<v Speaker 1>like steamlink In, video Game stream and about a dozen

0:23:06.440 --> 0:23:09.920
<v Speaker 1>other ones. So there's a big push still for making

0:23:10.000 --> 0:23:13.240
<v Speaker 1>streaming video games a thing. And these are not all,

0:23:14.119 --> 0:23:16.920
<v Speaker 1>you know, apples to apples. They have different features and

0:23:17.000 --> 0:23:21.159
<v Speaker 1>different limitations. However, most of these services, not all, but

0:23:21.320 --> 0:23:25.520
<v Speaker 1>most of them are connected to established gaming platforms. Steam

0:23:25.640 --> 0:23:28.359
<v Speaker 1>is Valves online store and is a major part of

0:23:28.400 --> 0:23:32.240
<v Speaker 1>the computer game market. Xbox and PlayStation are obviously well

0:23:32.400 --> 0:23:37.040
<v Speaker 1>established consoles, and cloud gaming is an enhancing feature for

0:23:37.160 --> 0:23:40.480
<v Speaker 1>those systems, but it's not the defining feature, at least

0:23:40.560 --> 0:23:43.080
<v Speaker 1>not yet. So while there are a lot of cloud

0:23:43.160 --> 0:23:46.760
<v Speaker 1>gaming services out there, many of them are extensions of

0:23:46.920 --> 0:23:50.440
<v Speaker 1>already established brands in the gaming world. But let's get

0:23:50.480 --> 0:23:56.480
<v Speaker 1>into Google's product stadia. Around Google team members began to

0:23:56.560 --> 0:24:00.200
<v Speaker 1>explore the potential of developing their own cloud gaming and

0:24:00.359 --> 0:24:04.200
<v Speaker 1>streaming service. Now the company had already launched a streaming

0:24:04.280 --> 0:24:09.320
<v Speaker 1>product called chrome Cast. In chrome Cast is a device

0:24:09.480 --> 0:24:12.760
<v Speaker 1>that connects to television's via an hd M I plug,

0:24:13.359 --> 0:24:17.320
<v Speaker 1>and the device also connects to your WiFi network. You

0:24:17.400 --> 0:24:22.119
<v Speaker 1>can cast content from other connected devices like computers or

0:24:22.119 --> 0:24:25.320
<v Speaker 1>smartphones and send it to the chrome Cast to view

0:24:25.520 --> 0:24:29.879
<v Speaker 1>on your television, So you can cast movies or a

0:24:30.000 --> 0:24:33.040
<v Speaker 1>web page if you wanted to, to your computer and

0:24:33.200 --> 0:24:36.399
<v Speaker 1>view it that way. The team working on cloud gaming

0:24:36.520 --> 0:24:39.080
<v Speaker 1>over at Google Fiber would join up with the chrome

0:24:39.200 --> 0:24:41.879
<v Speaker 1>Cast team to work on the project, which got the

0:24:42.000 --> 0:24:46.600
<v Speaker 1>name Project Stream. The team sought out how to optimize

0:24:46.640 --> 0:24:50.120
<v Speaker 1>data traffic to allow for high bandwidth, low latency video

0:24:50.200 --> 0:24:53.280
<v Speaker 1>games streaming, and the whole project was kept under wraps

0:24:53.440 --> 0:24:58.439
<v Speaker 1>for four years. In October, Google showed off a beta

0:24:58.560 --> 0:25:02.119
<v Speaker 1>build of Project Beam. Beta testers had a chance to

0:25:02.520 --> 0:25:05.320
<v Speaker 1>try out the service on devices like a Chrome Book

0:25:05.680 --> 0:25:10.480
<v Speaker 1>playing Assassin's Creed Odyssey from Ubisoft. And that's pretty impressive,

0:25:10.560 --> 0:25:13.359
<v Speaker 1>and then it shows off the advantages of this model

0:25:13.440 --> 0:25:16.880
<v Speaker 1>of gaming. Stefan at the end of the Verge reported

0:25:16.960 --> 0:25:19.880
<v Speaker 1>that he tried it out on a Chromebook Pixel, which

0:25:20.000 --> 0:25:24.000
<v Speaker 1>is particularly impressive as Google had stopped supporting the Pixel

0:25:24.080 --> 0:25:28.200
<v Speaker 1>line of Chrome Books a couple of months earlier in Augusten.

0:25:28.560 --> 0:25:31.080
<v Speaker 1>Now it's possible that Etienne really meant that he played

0:25:31.119 --> 0:25:33.399
<v Speaker 1>it on a pixel book. That was the line of

0:25:33.480 --> 0:25:37.400
<v Speaker 1>laptops that had been introduced in twenty seventeen, the successor

0:25:37.720 --> 0:25:40.680
<v Speaker 1>to the Chrome Book Pixel line. But either way, it's

0:25:40.680 --> 0:25:43.760
<v Speaker 1>a really neat achievement. Now to understand why I call

0:25:43.840 --> 0:25:45.879
<v Speaker 1>it impressive, it helps to take a look at the

0:25:45.960 --> 0:25:48.560
<v Speaker 1>specs of a pixel book, and I'm going to use

0:25:48.600 --> 0:25:51.080
<v Speaker 1>pixel books just in case that's what Etienne meant, rather

0:25:51.200 --> 0:25:54.159
<v Speaker 1>than a Chromebook pixel. Just know that the Chromebook pixel

0:25:54.640 --> 0:25:57.320
<v Speaker 1>is even less powerful than the pixel book was. So

0:25:57.440 --> 0:26:01.000
<v Speaker 1>pixel books can have either a seventh generation Intel I

0:26:01.240 --> 0:26:05.000
<v Speaker 1>five or I seven processor, which Google says allows for

0:26:05.119 --> 0:26:08.800
<v Speaker 1>a quote seamless four K output to an external monitor

0:26:09.080 --> 0:26:12.119
<v Speaker 1>end quote, So you can connect this laptop to an

0:26:12.160 --> 0:26:16.080
<v Speaker 1>external display and stream out four K video. You can

0:26:16.160 --> 0:26:19.840
<v Speaker 1>get them with either eight gigabytes or sixteen gigabytes of RAM.

0:26:20.040 --> 0:26:22.560
<v Speaker 1>They come with a solid state storage drive with a

0:26:22.600 --> 0:26:26.720
<v Speaker 1>capacity of either hud gigabytes, two hundred fifty six gigabytes,

0:26:26.840 --> 0:26:30.320
<v Speaker 1>or five hundred twelve gigabytes, and it has the Chrome

0:26:30.520 --> 0:26:33.960
<v Speaker 1>Operating System as its OS. That's about it for the

0:26:34.000 --> 0:26:36.320
<v Speaker 1>technical specs, apart from the fact that it has two

0:26:36.560 --> 0:26:39.520
<v Speaker 1>USBC ports, which that's important if you're going to connect

0:26:39.560 --> 0:26:43.600
<v Speaker 1>it to uh display. Now, those are some pretty modest

0:26:43.720 --> 0:26:47.359
<v Speaker 1>stats for a PC, and definitely humble when you compare

0:26:47.400 --> 0:26:51.760
<v Speaker 1>it to a truly fast gaming rig. There's no fancy

0:26:51.840 --> 0:26:55.119
<v Speaker 1>cooling system in the pixel Book. There's no souped up

0:26:55.200 --> 0:26:58.720
<v Speaker 1>graphics processing units or any other bells and whistles that

0:26:58.800 --> 0:27:01.480
<v Speaker 1>you'll find on a state of the art gaming PC.

0:27:02.240 --> 0:27:05.600
<v Speaker 1>The pixel Book price is an arrange from about a

0:27:05.680 --> 0:27:08.600
<v Speaker 1>thousand dollars up to sevent hundred for the top of

0:27:08.640 --> 0:27:11.760
<v Speaker 1>the line model, and that still is pretty darn price.

0:27:12.400 --> 0:27:15.480
<v Speaker 1>But there are less expensive Chromebook models, and of course

0:27:15.560 --> 0:27:17.760
<v Speaker 1>the most recent iteration of this line is called the

0:27:17.920 --> 0:27:23.160
<v Speaker 1>pixel Book Go and it has a less grandiose scale

0:27:23.440 --> 0:27:27.000
<v Speaker 1>of prices. But let's compare that to one of the

0:27:27.040 --> 0:27:30.840
<v Speaker 1>most expensive off the shelf gaming pieces of two thousand

0:27:30.920 --> 0:27:34.000
<v Speaker 1>eighteen to see how it stacks up. You know, compare

0:27:34.080 --> 0:27:37.080
<v Speaker 1>this against a state of the art gaming rig. So

0:27:37.400 --> 0:27:40.360
<v Speaker 1>Stefan at the end, that same guy who who reviewed

0:27:40.960 --> 0:27:44.440
<v Speaker 1>his experience on the Project Stream Beta also had a

0:27:44.560 --> 0:27:49.000
<v Speaker 1>chance to try out a true monster of a gaming

0:27:49.119 --> 0:27:51.879
<v Speaker 1>rig earlier in eighteen. This was not connected to the

0:27:51.920 --> 0:27:55.000
<v Speaker 1>pixel book stuff at all. The device he used was

0:27:55.040 --> 0:27:58.480
<v Speaker 1>called the main Gear F one three one, and you

0:27:58.600 --> 0:28:02.200
<v Speaker 1>can configure the F one thirty one in numerous ways

0:28:02.520 --> 0:28:05.080
<v Speaker 1>which would affect the price, right Like you can say,

0:28:05.119 --> 0:28:07.120
<v Speaker 1>all right, I want this, but I don't need dad,

0:28:07.160 --> 0:28:09.560
<v Speaker 1>and that will change the price. However, the version that

0:28:09.680 --> 0:28:13.120
<v Speaker 1>e t N tested tipped the scales at eight thousand

0:28:13.240 --> 0:28:17.359
<v Speaker 1>dollars a princely su Indeed, the F one thirty one

0:28:17.400 --> 0:28:20.000
<v Speaker 1>at t N tested had a Core I seven processor

0:28:20.080 --> 0:28:22.720
<v Speaker 1>as its CPU, with a clock speed of four point

0:28:22.800 --> 0:28:26.920
<v Speaker 1>seven giga hurts but overclocked to five giga hurts, and

0:28:27.040 --> 0:28:29.800
<v Speaker 1>it had two g t X ten a d t

0:28:30.040 --> 0:28:33.000
<v Speaker 1>I g p U s add a custom liquid cooling

0:28:33.080 --> 0:28:36.440
<v Speaker 1>system to keep everything nice and chilly, because electronics and

0:28:36.560 --> 0:28:39.160
<v Speaker 1>heat don't mix very well and those kind of processors

0:28:39.240 --> 0:28:42.320
<v Speaker 1>generate a lot of heat. It had thirty two gigabytes

0:28:42.320 --> 0:28:45.640
<v Speaker 1>of RAM, a five twelve gigabytes solid state drive, a

0:28:45.760 --> 0:28:50.400
<v Speaker 1>four terabytes standard hard drive, a twelve hundred WHAT power supply,

0:28:50.680 --> 0:28:54.200
<v Speaker 1>and a Blu ray drive. And there were other cosmetic

0:28:54.320 --> 0:28:58.200
<v Speaker 1>enhancements to the PC, including remote controlled led lighting in

0:28:58.320 --> 0:29:00.640
<v Speaker 1>the case. So this was a mache being designed to

0:29:00.720 --> 0:29:03.880
<v Speaker 1>run the latest games in ten at their top settings

0:29:03.920 --> 0:29:06.480
<v Speaker 1>with no hiccups, and at the end proclaimed it was

0:29:06.600 --> 0:29:10.280
<v Speaker 1>quote practically future proof for at least the next one

0:29:10.400 --> 0:29:14.560
<v Speaker 1>to two years end quote, which tells you how quickly

0:29:14.640 --> 0:29:18.480
<v Speaker 1>the hardware cycle really is. This is Moore's law in

0:29:18.680 --> 0:29:21.120
<v Speaker 1>action that we're talking about. So let that sink in

0:29:21.720 --> 0:29:25.400
<v Speaker 1>eight thousand dollars for a computer that could potentially need

0:29:25.480 --> 0:29:29.240
<v Speaker 1>to be upgraded in if you're lucky, two years time

0:29:29.400 --> 0:29:31.360
<v Speaker 1>to keep up to speed with the latest standards and

0:29:31.480 --> 0:29:34.120
<v Speaker 1>games that Now you're starting to see where the value

0:29:34.120 --> 0:29:37.120
<v Speaker 1>proposition is in the cloud gaming model, right. But this

0:29:37.280 --> 0:29:41.000
<v Speaker 1>really nails down how that video game streaming model can

0:29:41.120 --> 0:29:44.120
<v Speaker 1>be really attractive. The most valuable component on a top

0:29:44.200 --> 0:29:46.960
<v Speaker 1>of the line pixel book is the capacity to connect

0:29:47.000 --> 0:29:50.160
<v Speaker 1>to a four K display for ultra high definition video.

0:29:50.720 --> 0:29:54.120
<v Speaker 1>The processor, while it's good, is not the best. There's

0:29:54.160 --> 0:29:58.120
<v Speaker 1>no specialized graphics card in there. So with relatively simple components,

0:29:58.240 --> 0:30:01.560
<v Speaker 1>you can still play the latest games incredible graphics. You

0:30:01.600 --> 0:30:05.400
<v Speaker 1>don't have to worry about GPU shortages or anything like that.

0:30:05.600 --> 0:30:09.160
<v Speaker 1>Because Google is worrying about that for you on their end,

0:30:09.520 --> 0:30:12.560
<v Speaker 1>and you wouldn't have to upgrade your machine like ever

0:30:12.880 --> 0:30:15.360
<v Speaker 1>unless it broke down, and that's because the actual games

0:30:15.400 --> 0:30:18.880
<v Speaker 1>are running on the cloud, not on your computer. It

0:30:19.040 --> 0:30:21.960
<v Speaker 1>also would mean that Google might potentially allow players to

0:30:22.040 --> 0:30:25.440
<v Speaker 1>stream top tier games to mobile devices, as long as

0:30:25.520 --> 0:30:28.840
<v Speaker 1>those devices also have a good Internet connection, and the

0:30:28.920 --> 0:30:32.120
<v Speaker 1>initial impressions among beta testers and cities with good broadband

0:30:32.120 --> 0:30:36.680
<v Speaker 1>infrastructure was really positive. In twenty nineteen, during the Game

0:30:36.760 --> 0:30:41.560
<v Speaker 1>Developer Conference of that year, Google revealed that Project Stream

0:30:41.960 --> 0:30:46.640
<v Speaker 1>was now becoming an actual product called Google Stadia. At

0:30:46.680 --> 0:30:49.040
<v Speaker 1>the time, a lot of people expected Google to unveil

0:30:49.160 --> 0:30:53.120
<v Speaker 1>a full console, albeit one that facilitated streaming games. So

0:30:53.200 --> 0:30:54.920
<v Speaker 1>they were thinking, oh, they're going to have a set

0:30:54.960 --> 0:30:59.160
<v Speaker 1>top box that you plug into a router and then

0:30:59.200 --> 0:31:01.680
<v Speaker 1>you plug the other end into the television and you're

0:31:01.800 --> 0:31:04.520
<v Speaker 1>good to go. But instead they found out that Stadium

0:31:04.520 --> 0:31:07.480
<v Speaker 1>is really more of a service and it's less about

0:31:07.640 --> 0:31:11.200
<v Speaker 1>specific consoles and more about a family of technologies to

0:31:11.280 --> 0:31:13.800
<v Speaker 1>have a lot of potential points of contact with the

0:31:13.960 --> 0:31:18.640
<v Speaker 1>end user. Google did unveil one piece of proprietary hardware, however,

0:31:19.040 --> 0:31:22.440
<v Speaker 1>it's a game controller, that looks pretty similar to an

0:31:22.640 --> 0:31:27.800
<v Speaker 1>Xbox controller, complete with two thumbsticks, shoulder buttons, triggers, and

0:31:27.960 --> 0:31:30.360
<v Speaker 1>a four button layout on the right side, and it

0:31:30.480 --> 0:31:33.680
<v Speaker 1>also has a few systems specific buttons for navigating menus

0:31:33.720 --> 0:31:38.000
<v Speaker 1>and activating various features. But what would this controller actually

0:31:38.040 --> 0:31:42.440
<v Speaker 1>connect to. Well, it could wirelessly connect with a Chrome

0:31:42.560 --> 0:31:45.880
<v Speaker 1>Cast Ultra, so if you happen to have one of

0:31:45.960 --> 0:31:49.680
<v Speaker 1>those connected to your television and your WiFi network, you

0:31:49.880 --> 0:31:54.040
<v Speaker 1>could wirelessly connect to your controller to that device and

0:31:54.120 --> 0:31:57.480
<v Speaker 1>the network, and you could then navigate the service and

0:31:57.560 --> 0:32:00.320
<v Speaker 1>play games on your television. If you were using a

0:32:00.400 --> 0:32:03.000
<v Speaker 1>phone at launch, you needed a way to plug the

0:32:03.080 --> 0:32:07.480
<v Speaker 1>controller into the phone using a USBC cable. Then you

0:32:07.520 --> 0:32:10.200
<v Speaker 1>could buy a little clip on framelike device that would

0:32:10.240 --> 0:32:14.200
<v Speaker 1>hold the phone and landscape orientation just above the controller,

0:32:14.360 --> 0:32:17.600
<v Speaker 1>turning this into kind of an interesting little Jerry rigged

0:32:17.760 --> 0:32:22.040
<v Speaker 1>handheld gaming system. Or you could connect to a PC

0:32:22.360 --> 0:32:26.360
<v Speaker 1>running the Chrome browser, so you just initiate Stadia through

0:32:26.400 --> 0:32:29.800
<v Speaker 1>the Chrome browser, and you could use any wired game

0:32:29.880 --> 0:32:33.840
<v Speaker 1>pad or a mouse and keyboard, uh was, whatever your

0:32:33.920 --> 0:32:36.720
<v Speaker 1>choice was, And all three of these methods would give

0:32:36.800 --> 0:32:40.400
<v Speaker 1>users access to the Stadius service and moreover, at least.

0:32:40.440 --> 0:32:43.960
<v Speaker 1>Google's pronouncement was you would be able to swap between

0:32:44.080 --> 0:32:47.880
<v Speaker 1>them and pick up where you left off previously. More

0:32:48.000 --> 0:32:51.360
<v Speaker 1>or less, it wasn't. It wasn't a completely seamless experience,

0:32:51.480 --> 0:32:55.959
<v Speaker 1>especially early on. So how was this announcement received, Well,

0:32:56.000 --> 0:33:06.960
<v Speaker 1>we'll find out after this quick break on launch day.

0:33:07.160 --> 0:33:10.200
<v Speaker 1>There was still a great deal of skepticism regarding Google

0:33:10.240 --> 0:33:14.000
<v Speaker 1>Stadia for multiple reasons, and allow me to list a

0:33:14.120 --> 0:33:19.520
<v Speaker 1>few of them. At launch, Stadia costs for the controller

0:33:19.680 --> 0:33:23.240
<v Speaker 1>and access to the service, which after three months would

0:33:23.280 --> 0:33:26.760
<v Speaker 1>include a ten dollar per month subscription fee, on top

0:33:26.840 --> 0:33:29.320
<v Speaker 1>of which you would need to pay more money to

0:33:29.560 --> 0:33:32.360
<v Speaker 1>purchase a premium game on the service and add it

0:33:32.440 --> 0:33:36.320
<v Speaker 1>to your library. Now, initially, even with all those fees,

0:33:36.440 --> 0:33:40.560
<v Speaker 1>that's still cheaper than a console and much cheaper than

0:33:40.640 --> 0:33:44.360
<v Speaker 1>a high end gaming rig, But over time those expenses

0:33:44.400 --> 0:33:47.960
<v Speaker 1>start to add up. That being said, at launch, Google

0:33:48.000 --> 0:33:51.200
<v Speaker 1>announced that the plan was to move to a free service,

0:33:51.640 --> 0:33:54.600
<v Speaker 1>dropping the subscription fee. Still, if you wanted to be

0:33:54.680 --> 0:33:57.920
<v Speaker 1>an early adopter, and meant you were paying three separate fees,

0:33:58.240 --> 0:34:00.880
<v Speaker 1>the initial purchase price, the sub scription, and then the

0:34:00.960 --> 0:34:04.080
<v Speaker 1>cost of any games you actually wanted to buy. Another

0:34:04.200 --> 0:34:07.440
<v Speaker 1>big reason for skepticism was that Google has a pretty

0:34:07.520 --> 0:34:11.359
<v Speaker 1>shaky reputation when it comes to services. The company does

0:34:11.480 --> 0:34:15.320
<v Speaker 1>have quite a few solid products, of course, Google Chrome

0:34:15.520 --> 0:34:19.320
<v Speaker 1>commands more than six of the browser market share according

0:34:19.400 --> 0:34:23.040
<v Speaker 1>to stat Counter, and Safari takes a distant second place

0:34:23.120 --> 0:34:27.440
<v Speaker 1>at around twenty. Tools like Gmail and Google Drive Suites

0:34:27.440 --> 0:34:31.160
<v Speaker 1>have stuck around. Google Maps is very popular. But then

0:34:31.320 --> 0:34:34.719
<v Speaker 1>there are the numerous Google products that debuted and then

0:34:35.040 --> 0:34:39.880
<v Speaker 1>went away, sometimes with very little hulla balu, and sometimes

0:34:39.960 --> 0:34:43.560
<v Speaker 1>the holo was all over that. Below there's an entire

0:34:43.680 --> 0:34:48.400
<v Speaker 1>website called killed by Google dedicated to documenting these things.

0:34:49.239 --> 0:34:52.800
<v Speaker 1>I'll give just a few examples. Google Hangouts is on

0:34:52.920 --> 0:34:55.360
<v Speaker 1>the way out. It's still around right now, but it

0:34:55.360 --> 0:35:00.000
<v Speaker 1>will be discontinued this year. Google play Music was recently unplugged.

0:35:00.600 --> 0:35:04.760
<v Speaker 1>Google Fiber tv has gone off the air. The YouTube

0:35:04.880 --> 0:35:08.320
<v Speaker 1>gaming app has a game oversign on it, which seems

0:35:08.360 --> 0:35:12.359
<v Speaker 1>like a bad omen considering this topic. Google Goggles went dark,

0:35:12.800 --> 0:35:17.400
<v Speaker 1>Google Wave waved by by Google buzz buzzed off, Google

0:35:17.520 --> 0:35:21.200
<v Speaker 1>Plus is now a minus, Google Now is later, and

0:35:21.239 --> 0:35:23.520
<v Speaker 1>then we've got Picasa and or cutting who I can't

0:35:23.640 --> 0:35:27.120
<v Speaker 1>really do puns about, but the list goes on and on. Now,

0:35:27.200 --> 0:35:29.640
<v Speaker 1>the point is that Google has a long history of

0:35:29.760 --> 0:35:33.920
<v Speaker 1>coming up with interesting ideas, launching a product that may

0:35:34.080 --> 0:35:37.480
<v Speaker 1>or may not be half baked, and then pulling support

0:35:37.640 --> 0:35:41.320
<v Speaker 1>for that product at some later point. Some of the

0:35:41.400 --> 0:35:43.959
<v Speaker 1>projects make a real go at it. They might stick

0:35:44.000 --> 0:35:47.680
<v Speaker 1>around for a few or even several years. Some don't

0:35:47.880 --> 0:35:50.880
<v Speaker 1>last very long at all, And many of the cases

0:35:51.040 --> 0:35:54.000
<v Speaker 1>I've personally seen, I've noted that it felt often like

0:35:54.160 --> 0:35:59.080
<v Speaker 1>the product was made almost exclusively by and four engineers. Now,

0:35:59.480 --> 0:36:03.000
<v Speaker 1>I don't mean that as a knock on engineers, but

0:36:03.120 --> 0:36:04.880
<v Speaker 1>what I do mean is that a lot of these

0:36:04.960 --> 0:36:08.440
<v Speaker 1>products place a good deal of responsibility on the user

0:36:08.920 --> 0:36:11.239
<v Speaker 1>to figure out how to get the most out of

0:36:11.360 --> 0:36:15.080
<v Speaker 1>the product. They are not dumbed down or idiot proof,

0:36:15.480 --> 0:36:18.760
<v Speaker 1>and that can be a bad thing. If you happen

0:36:18.840 --> 0:36:22.480
<v Speaker 1>to think the way the engineers who made the product thought, Well,

0:36:22.840 --> 0:36:25.640
<v Speaker 1>it may just work for you because you're thinking is

0:36:25.680 --> 0:36:28.480
<v Speaker 1>in line with what they intended. But if you don't,

0:36:28.960 --> 0:36:31.719
<v Speaker 1>you might find yourself really frustrated with the experience, and

0:36:31.840 --> 0:36:33.960
<v Speaker 1>you'll give up on it because you're not using it

0:36:34.120 --> 0:36:37.040
<v Speaker 1>the way they thought you would. That's not necessarily your

0:36:37.160 --> 0:36:41.880
<v Speaker 1>fault and eventually Google might give up on it too. Again,

0:36:42.000 --> 0:36:44.960
<v Speaker 1>that's not me saying that these products were bad. Some

0:36:45.120 --> 0:36:47.480
<v Speaker 1>of the ones I've mentioned were products I loved and

0:36:47.600 --> 0:36:50.799
<v Speaker 1>depended upon. I still miss Google Wave to this day,

0:36:51.040 --> 0:36:52.600
<v Speaker 1>but I admit it was a tool that had a

0:36:52.760 --> 0:36:56.680
<v Speaker 1>limited number of use cases. Now, losing Google Wave was

0:36:56.760 --> 0:37:00.320
<v Speaker 1>a bummer, but that didn't cost me any money. Google

0:37:00.360 --> 0:37:03.719
<v Speaker 1>Stadium is a different matter. So what happens if you

0:37:03.880 --> 0:37:07.480
<v Speaker 1>join Google Stadium and you purchase games in Google Stadia,

0:37:07.800 --> 0:37:10.040
<v Speaker 1>and then the company later decides that it's going to

0:37:10.280 --> 0:37:14.200
<v Speaker 1>stop offering the service. The games you purchase don't live

0:37:14.480 --> 0:37:17.480
<v Speaker 1>on any of your devices there in the cloud. Your

0:37:17.520 --> 0:37:20.880
<v Speaker 1>purchase price is more about getting access to the experience

0:37:20.920 --> 0:37:24.600
<v Speaker 1>of playing that. But if Google shuts down Stadia, then

0:37:24.680 --> 0:37:27.440
<v Speaker 1>presumably you won't be able to access those games anymore.

0:37:27.920 --> 0:37:30.480
<v Speaker 1>To compare this to traditional games, it would be like

0:37:30.560 --> 0:37:32.800
<v Speaker 1>someone from e A comes to your home and demands

0:37:32.840 --> 0:37:35.360
<v Speaker 1>you hand over all the copies of EA games you

0:37:35.440 --> 0:37:37.320
<v Speaker 1>happen to have because e A is going to go

0:37:37.400 --> 0:37:41.160
<v Speaker 1>out of business. That too, gamers doesn't make a lot

0:37:41.200 --> 0:37:44.440
<v Speaker 1>of sense. They think I bought the game, I should

0:37:44.480 --> 0:37:46.520
<v Speaker 1>still be able to play it even if you decide

0:37:46.520 --> 0:37:48.239
<v Speaker 1>to shut down the service, but that's not how that

0:37:48.280 --> 0:37:52.000
<v Speaker 1>would work. Another reason some analysts were eyeing the launch

0:37:52.080 --> 0:37:55.080
<v Speaker 1>with pessimism is that, as we've covered in this episode,

0:37:55.400 --> 0:37:59.000
<v Speaker 1>the history of standalone cloud gaming services is not filled

0:37:59.040 --> 0:38:02.239
<v Speaker 1>with success. The sales pitch for cloud gaming can hit

0:38:02.320 --> 0:38:06.480
<v Speaker 1>a pretty narrow band of people. Serious gamers are likely

0:38:06.600 --> 0:38:10.799
<v Speaker 1>already invested in gaming rigs and consoles, so they don't

0:38:10.920 --> 0:38:14.600
<v Speaker 1>have a big need for another service that delivers games online,

0:38:14.640 --> 0:38:18.480
<v Speaker 1>particularly if it's an experience that doesn't quite measure up

0:38:18.640 --> 0:38:21.120
<v Speaker 1>to the one they're used to. Moreover, if you're a

0:38:21.200 --> 0:38:23.880
<v Speaker 1>serious gamer, you've likely spent the money on hardware to

0:38:24.040 --> 0:38:28.000
<v Speaker 1>get the best experience you can, and chances are the

0:38:28.080 --> 0:38:31.040
<v Speaker 1>experience you get over broadband just isn't going to measure up.

0:38:31.520 --> 0:38:35.680
<v Speaker 1>Stadia also didn't have any exclusive games, really, so that

0:38:35.920 --> 0:38:38.000
<v Speaker 1>meant that all the titles you could find on Google

0:38:38.040 --> 0:38:42.319
<v Speaker 1>Stadia were also available on other services. And if you're

0:38:42.360 --> 0:38:44.360
<v Speaker 1>able to buy the game and run it on a

0:38:44.560 --> 0:38:47.680
<v Speaker 1>native device without worrying about latency or anything like that,

0:38:48.360 --> 0:38:50.600
<v Speaker 1>it just seems like that would be the natural route

0:38:50.600 --> 0:38:54.320
<v Speaker 1>you would choose. Then there are things well beyond Google's

0:38:54.360 --> 0:38:57.080
<v Speaker 1>control that we're a factor. A big one of those

0:38:57.160 --> 0:39:00.360
<v Speaker 1>are data caps. That's the limit that I s p's

0:39:00.440 --> 0:39:04.440
<v Speaker 1>often put on user accounts per month. For example, Comcast

0:39:04.520 --> 0:39:07.600
<v Speaker 1>has a one point to terabyte data cap per month

0:39:07.800 --> 0:39:10.680
<v Speaker 1>for most accounts. If you want the ability to use

0:39:10.800 --> 0:39:13.320
<v Speaker 1>more data than that, you have to pay for it,

0:39:13.640 --> 0:39:17.040
<v Speaker 1>either by getting a limitless account or by paying overage

0:39:17.080 --> 0:39:20.000
<v Speaker 1>fees when you go over the limit. If you listen

0:39:20.080 --> 0:39:22.400
<v Speaker 1>to the news episode I did last week, you know

0:39:22.520 --> 0:39:26.040
<v Speaker 1>that Massachusetts is currently pushing back on Comcast for doing

0:39:26.160 --> 0:39:29.000
<v Speaker 1>that to customers in the state. It's something that the

0:39:29.080 --> 0:39:32.080
<v Speaker 1>company has been doing for a while in other states,

0:39:32.200 --> 0:39:35.520
<v Speaker 1>and it's not the only one now. As you might imagine,

0:39:35.680 --> 0:39:38.480
<v Speaker 1>streaming four K video can eat up a lot of data,

0:39:38.800 --> 0:39:41.239
<v Speaker 1>even though most of the time we're actually talking about

0:39:41.280 --> 0:39:44.360
<v Speaker 1>ten eight resolution video that then gets upscaled once it

0:39:44.480 --> 0:39:48.320
<v Speaker 1>hits its destination. If you are an avid gamer, you

0:39:48.440 --> 0:39:51.440
<v Speaker 1>could chew through that data limit pretty quickly with some

0:39:51.600 --> 0:39:54.840
<v Speaker 1>long gaming sessions. And so some critics pointed out that

0:39:54.960 --> 0:39:57.200
<v Speaker 1>in a world with data caps, this business might not

0:39:57.360 --> 0:40:01.000
<v Speaker 1>really have a place. And then there were the problems

0:40:01.080 --> 0:40:05.239
<v Speaker 1>of some unfulfilled promises at launch. So when Google announced

0:40:05.320 --> 0:40:09.120
<v Speaker 1>Stadia in March of twenty nineteen. The company made some

0:40:09.280 --> 0:40:12.120
<v Speaker 1>pretty big claims. One was that you would be able

0:40:12.200 --> 0:40:14.880
<v Speaker 1>to stream to YouTube in four K resolution right off

0:40:14.920 --> 0:40:17.600
<v Speaker 1>the bat, and another was that you would use a

0:40:17.680 --> 0:40:21.120
<v Speaker 1>button on the controller to activate Google Assistant when you

0:40:21.160 --> 0:40:24.480
<v Speaker 1>could get real time and relevant tips as you play through.

0:40:24.719 --> 0:40:27.279
<v Speaker 1>So imagine you're playing a game, and maybe it's a

0:40:27.320 --> 0:40:30.239
<v Speaker 1>puzzle game, and you hit a particularly tough puzzle and

0:40:30.360 --> 0:40:32.680
<v Speaker 1>you're just having real trouble getting through it. You could

0:40:32.719 --> 0:40:35.560
<v Speaker 1>hit the Google Assist button, according to Google, and get

0:40:35.680 --> 0:40:37.680
<v Speaker 1>tips on what you would need to do in order

0:40:37.719 --> 0:40:39.440
<v Speaker 1>to make it through that part of the game. You

0:40:39.520 --> 0:40:43.160
<v Speaker 1>just ask your assistant for help. You could, the company claimed,

0:40:43.280 --> 0:40:46.080
<v Speaker 1>watch your favorite YouTube gamers and with a push of

0:40:46.120 --> 0:40:49.160
<v Speaker 1>a button, leap right into the same part of the

0:40:49.320 --> 0:40:52.520
<v Speaker 1>same game that the YouTuber was going through, so you

0:40:52.600 --> 0:40:56.080
<v Speaker 1>can measure your own skill against the YouTuber. The system

0:40:56.160 --> 0:40:59.040
<v Speaker 1>would offer a cross platform for play for titles as well,

0:40:59.080 --> 0:41:02.200
<v Speaker 1>according to Google, and there was more. There was a

0:41:02.280 --> 0:41:05.000
<v Speaker 1>comment that you could watch a video on YouTube and

0:41:05.200 --> 0:41:07.319
<v Speaker 1>let's say you get an ad for a video game.

0:41:07.680 --> 0:41:09.560
<v Speaker 1>With the push of a button, you could add that

0:41:09.719 --> 0:41:13.160
<v Speaker 1>game to your library and purchase it right through Google Stadia,

0:41:13.840 --> 0:41:17.240
<v Speaker 1>but a lot of these promises just weren't in place

0:41:17.680 --> 0:41:21.560
<v Speaker 1>when the product finally launched later that year. For example,

0:41:21.760 --> 0:41:26.080
<v Speaker 1>the flagship game on the Google Stadia system was Destiny To,

0:41:26.480 --> 0:41:30.920
<v Speaker 1>a popular multiplayer shooter game, but Bungey, the studio behind

0:41:31.040 --> 0:41:34.920
<v Speaker 1>Destiny To, revealed in June two nineteen that the Stadio

0:41:35.040 --> 0:41:39.080
<v Speaker 1>version would not be cross platform, but rather a walled

0:41:39.160 --> 0:41:42.080
<v Speaker 1>off ecosystem of its own, So if you were playing

0:41:42.120 --> 0:41:44.520
<v Speaker 1>on Stadia, you wouldn't be able to play with your

0:41:44.560 --> 0:41:48.080
<v Speaker 1>buddies who have to be playing them on PC. For example,

0:41:48.520 --> 0:41:51.560
<v Speaker 1>As the project got closer to launch, other promises had

0:41:51.640 --> 0:41:55.479
<v Speaker 1>to be tweaked. The Google Assistant feature was scaled way back.

0:41:55.600 --> 0:41:58.080
<v Speaker 1>You wouldn't be able to stream to Chrome PCs in

0:41:58.200 --> 0:42:01.560
<v Speaker 1>four K with HDR at lawn either, none of the

0:42:01.600 --> 0:42:04.680
<v Speaker 1>games would have those YouTube features I mentioned at launch,

0:42:05.239 --> 0:42:08.279
<v Speaker 1>and there were some other setbacks as well. These things

0:42:08.600 --> 0:42:13.080
<v Speaker 1>do happen. Again. Google wasn't launching a standalone console, but

0:42:13.239 --> 0:42:16.200
<v Speaker 1>rather a service that connects to various pieces of hardware,

0:42:16.560 --> 0:42:19.640
<v Speaker 1>and that's a lot of figuratively moving pieces, and not

0:42:19.800 --> 0:42:21.800
<v Speaker 1>all of them were in place by the time of launch.

0:42:22.560 --> 0:42:25.200
<v Speaker 1>That being said, the Google Stadia team was hard at

0:42:25.239 --> 0:42:29.040
<v Speaker 1>work on Stadia features. Google also established a new division

0:42:29.120 --> 0:42:33.080
<v Speaker 1>called Stadia Games and Entertainment, and they hired Jade Raymond,

0:42:33.280 --> 0:42:36.640
<v Speaker 1>a former would be Soft employee, to head up that division.

0:42:37.200 --> 0:42:39.400
<v Speaker 1>Part of what this division will do will be to

0:42:39.520 --> 0:42:43.839
<v Speaker 1>develop exclusive titles for the Stadia platform. Today, you can

0:42:43.920 --> 0:42:46.840
<v Speaker 1>make a Stadia account for free, but to get access

0:42:46.880 --> 0:42:49.640
<v Speaker 1>to features like four K resolution on TVs connected to

0:42:49.760 --> 0:42:52.759
<v Speaker 1>Chrome Cast Ultra, or sixty frames per second at ten

0:42:52.840 --> 0:42:55.960
<v Speaker 1>a D resolution, or a selection of free games, you

0:42:56.040 --> 0:43:00.040
<v Speaker 1>have to subscribe to the Google Stadia Pro service, and

0:43:00.120 --> 0:43:03.839
<v Speaker 1>the premium subscription service is as of this recording, ten

0:43:03.920 --> 0:43:08.120
<v Speaker 1>dollars per month. The controller now will set you back

0:43:08.200 --> 0:43:12.560
<v Speaker 1>sixty and beyond the free titles that Google offers, you

0:43:12.640 --> 0:43:15.760
<v Speaker 1>can purchase other games and add them to your cloud library.

0:43:16.280 --> 0:43:18.560
<v Speaker 1>You can stream to YouTube, though some of the other

0:43:18.680 --> 0:43:21.920
<v Speaker 1>YouTube related features still aren't active as of this recording.

0:43:22.480 --> 0:43:26.160
<v Speaker 1>Google launched an iOS compatible version of Stadia in December

0:43:26.239 --> 0:43:29.400
<v Speaker 1>twenty twenty, and the team continues to update users on

0:43:29.520 --> 0:43:32.680
<v Speaker 1>what's new with a platform on the Google Stadium blog.

0:43:33.480 --> 0:43:35.880
<v Speaker 1>I've tried this out myself a little bit with a

0:43:36.040 --> 0:43:40.040
<v Speaker 1>Google Stadia Premier edition and full disclosure to you guys.

0:43:40.160 --> 0:43:44.320
<v Speaker 1>This was something Google offered to me for some reason,

0:43:44.960 --> 0:43:47.000
<v Speaker 1>not as a part of tech stuff, mind you. They

0:43:47.000 --> 0:43:49.320
<v Speaker 1>didn't reach out to me as a host of a podcast,

0:43:49.719 --> 0:43:52.120
<v Speaker 1>but I got the offer as a Google customer. It

0:43:52.200 --> 0:43:55.560
<v Speaker 1>might be because I'm a Google THI customer. I'm also

0:43:56.000 --> 0:43:59.440
<v Speaker 1>a Google Pixel user. I don't know, but I figure

0:43:59.440 --> 0:44:02.320
<v Speaker 1>I should men shin that I got the controller for free,

0:44:02.640 --> 0:44:04.759
<v Speaker 1>and I got a couple of three months on the

0:44:05.080 --> 0:44:07.759
<v Speaker 1>premium service to try it out. And it's not a

0:44:07.840 --> 0:44:11.640
<v Speaker 1>bad experience, but it doesn't really replace having a gaming

0:44:11.760 --> 0:44:15.800
<v Speaker 1>PC or a current generation console, at least I didn't

0:44:15.800 --> 0:44:18.640
<v Speaker 1>feel it did. I find that depending on what platform

0:44:18.719 --> 0:44:22.960
<v Speaker 1>I'm playing, controls can feel a little floaty at times. However,

0:44:23.040 --> 0:44:25.120
<v Speaker 1>that could also just be the games I've tried out,

0:44:25.640 --> 0:44:28.360
<v Speaker 1>because I've been playing games that I don't own on

0:44:28.520 --> 0:44:31.560
<v Speaker 1>other platforms, so it's not an apples to apples comparison.

0:44:32.040 --> 0:44:34.800
<v Speaker 1>And I haven't spent as much time on Google STADIU

0:44:34.800 --> 0:44:37.640
<v Speaker 1>as I would like, because um, I've been real busy, y'all.

0:44:38.480 --> 0:44:41.880
<v Speaker 1>The platform does have some neat benefits. Stadia can frequently

0:44:41.960 --> 0:44:45.480
<v Speaker 1>support larger multiplayer games than other platforms. So you can

0:44:45.560 --> 0:44:49.400
<v Speaker 1>have much larger contests with certain titles, you know, if

0:44:49.440 --> 0:44:52.360
<v Speaker 1>you have like, uh, you know, army type battles, you

0:44:52.440 --> 0:44:54.759
<v Speaker 1>can have a lot more players involved at once, which

0:44:54.840 --> 0:44:57.760
<v Speaker 1>is kind of cool. Uh. There's a picture and picture

0:44:57.880 --> 0:45:00.879
<v Speaker 1>feature that you can apparently use with for ends, which

0:45:00.920 --> 0:45:02.920
<v Speaker 1>would give you a view of your friends point of

0:45:02.960 --> 0:45:04.799
<v Speaker 1>view in a in a smaller picture in a corner

0:45:04.840 --> 0:45:07.279
<v Speaker 1>of your screen. So imagine that you're both playing like

0:45:07.520 --> 0:45:10.920
<v Speaker 1>Rainbow six Seizure or something. Not that this game necessarily

0:45:11.400 --> 0:45:13.560
<v Speaker 1>is on Stadia or is supported by this, but this

0:45:13.760 --> 0:45:16.680
<v Speaker 1>is the example. You might have a buddy that you're

0:45:16.680 --> 0:45:18.279
<v Speaker 1>playing with, and you would be able to see your

0:45:18.320 --> 0:45:20.680
<v Speaker 1>buddy's point of view in your lower the lower corner

0:45:20.719 --> 0:45:23.000
<v Speaker 1>of your screen, you know, so that way you can

0:45:23.080 --> 0:45:27.240
<v Speaker 1>coordinate with them and better go through a level for example.

0:45:28.000 --> 0:45:29.960
<v Speaker 1>Now I have not seen this. I haven't tried it

0:45:30.040 --> 0:45:33.800
<v Speaker 1>out because I don't have any friends who are on Stadia.

0:45:35.040 --> 0:45:40.399
<v Speaker 1>I do have friends, A promise they they just live

0:45:40.440 --> 0:45:45.440
<v Speaker 1>in Canada. Yeah, that's it. All that being said, I

0:45:45.520 --> 0:45:48.080
<v Speaker 1>see potential with Google Stadium. I think it's going to

0:45:48.200 --> 0:45:50.800
<v Speaker 1>have a hard time to attract customers, just like on

0:45:51.000 --> 0:45:54.279
<v Speaker 1>Live did because the platform is not well established in

0:45:54.320 --> 0:45:57.439
<v Speaker 1>the minds of gamers already. It's going toe to toe

0:45:57.520 --> 0:46:00.920
<v Speaker 1>with some really heavy hitters, but Google well itself, is

0:46:01.000 --> 0:46:03.640
<v Speaker 1>no slouch. I'm not sure if it's really going to

0:46:03.719 --> 0:46:07.000
<v Speaker 1>be here to stay, which makes me reluctant to suggest

0:46:07.120 --> 0:46:09.960
<v Speaker 1>it to other people that they dive in. But if

0:46:10.000 --> 0:46:13.000
<v Speaker 1>you do have a good Internet connection, then maybe you've

0:46:13.000 --> 0:46:15.480
<v Speaker 1>got a four K TV and you want a chance

0:46:15.560 --> 0:46:20.080
<v Speaker 1>to play some, but not all, of the top games

0:46:20.120 --> 0:46:22.279
<v Speaker 1>out there without you know, having to build your own

0:46:22.360 --> 0:46:26.000
<v Speaker 1>gaming rig, it might be worth a try. I realized

0:46:26.040 --> 0:46:28.880
<v Speaker 1>that's not the most spectacular of endorsements, but it's my

0:46:29.040 --> 0:46:32.080
<v Speaker 1>honest opinion. My hope is that Google will build out

0:46:32.160 --> 0:46:34.760
<v Speaker 1>the service further and make it more attractive to users.

0:46:35.400 --> 0:46:41.160
<v Speaker 1>But then I think back to Google Wave and I sigh, Well,

0:46:41.239 --> 0:46:44.680
<v Speaker 1>that wraps up this episode of tech Stuff about Google Stadium.

0:46:44.719 --> 0:46:46.880
<v Speaker 1>If you guys have any suggestions for things I should

0:46:46.920 --> 0:46:49.640
<v Speaker 1>cover on future episodes of tech Stuff, reach out to me.

0:46:49.760 --> 0:46:51.760
<v Speaker 1>The best way to do that is over on Twitter.

0:46:52.120 --> 0:46:55.520
<v Speaker 1>The handle is text stuff h s W and I'll

0:46:55.560 --> 0:47:03.839
<v Speaker 1>talk to you again really soon. Text Stuff is an

0:47:03.880 --> 0:47:07.560
<v Speaker 1>I Heart Radio production. For more podcasts from I Heart Radio,

0:47:07.920 --> 0:47:11.040
<v Speaker 1>visit the I heart Radio app, Apple podcasts, or wherever

0:47:11.160 --> 0:47:12.680
<v Speaker 1>you listen to your favorite shows.