AnyPS5: Port PS5 binaries to PC without emulation (87% system libraries mapped)
github.com336 points by Fe2O3 21 hours ago
336 points by Fe2O3 21 hours ago
I have been in the PlayStation jail breaking scene for a while, and my God is this news.
Despite using AI all the time for other engineering projects, I never considered the console scene as something to be explored.
If this ends up allowing me to play GTA 6 on my PC within a few months of release I will be euphoric.
> If this ends up allowing me to play GTA 6 on my PC within a few months of release I will be euphoric
I think it could even force rockstar to release PC version earlier than planned.
Normal people aren’t downloading a 100GB torrent to get this working. Nor would they setup an emulator.
At most less than half a percent of the target market would actually do this.
Still, I’d imagine Rockstar easily being able to sue anyone in the US who tries to play this illegally. It’ll probably just stick to Russia where buying a PS5 is basically impossible anyway.,
I think that there would be a swarm of step-by-step guides on every social media platform under the sun.
I don’t imagine Rockstar would easily be able to sue anyone in the US who tries to play. We haven’t seen that scenario play out with any other emulation or de/re-compilation situation.
How would they know who you are? The RIAA was only able to sue students on college campuses because they were able to get institutional help to match a human with an IP address.
An average Joe with a non-logging VPN defeats that effort immediately.
Someone downloading with Usenet is never at significant risk since they never upload and redistribute data, so they can’t really be sued for copyright infringement.
I’m not a lawyer but that’s my layperson’s understanding.
You overestimate how much effort most people want to put in here.
I just talked to a colleague who’s trying to find an in stock PS5 for GTA6.
Going to sketchy torrents, and configuring it to run locally is beyond what most people really want to do.
I can imagine maybe a few hundred thousand people doing this. Even then it’s going to be like using a hackintosh, the experience will be full of bugs.
> who’s trying to find an in stock PS5 for GTA6.
How hard is it really? Is he looking for them abandoned in the street?
Tte ps5 has been in the market for years, it is widely and easily available everywhere.
It's sold out basically everywhere.
Amazon says it's in stock right now. Costco also has it online and says it's on the shelf at my local warehouse.
It was literally available from the first two places I checked.
You underestimate the will to play gta 6 by people. Necessity is the mother of invention. GTA 6 on pc as a possibility is literally why this project gained attention.
Also underestimate that AI can be used to build a one click type installer (improve massively the install experience). The TitanFall 2 VR mod is an example of such a thing, the install experience is great, the mod is exceptional, it’s a great showcase of what AI coding will bring to the modding scene.
You don't need any llm to have that, its called FitGirl release and its standard on scene for at least a decade. Compressed aggressively to make much smaller packages, as bonus ripped away useless annoying things like long videos with companies logos or choking/seizures warnings playing every launch. Dodi repacks are cca same but usually bigger.
Not 1 click, its few on Next -> Next but thats really it. Checksums, full mod support, optional Direct X or .NET runtime installs bundled within.
You don't need LLMs for much really but it does lower the bar massively and will make that sort of polish more common in contexts that typically didn't have the resources (time or skill or whatever) to pull it off.
The game is going to sell like 100 million copies, half a percent is still 500k people .
Most folks will just do something else.
Why half percent? Why not 10? Not suiting your narrative or something else?
If it comes out usable, I will try it at least. I don't own consoles nor planning to buy any, no reason I can't run this on much more powerful hardware and enjoy power of modding scene or ie ReShade filters on top of basic game.
Because getting this to work, with Sony actively sending Cease and Desist letters and Rockstar taking down torrents, is going to be very difficult.
ISPs can be obligated to suspend infringing customers.
Why not 99% ? Then Rockstar can go out of business, the entire game industry can collapse and I guess we can all play board games.
It’s not like they’re depriving you of water or something. You’ll be fine if you don’t play GTA6.
Or Rockstar does consider this to be a big deal and delays the release to incorporate Games as a Service style DRM which is much harder to beat.
My man it will be a double click, easier to install than Steam torrent by the end of the month.
They already have BOTW torrents that are pre-setup and as easy as it gets.
// Normal people aren’t downloading a 100GB torrent to get this working. Nor would they setup an emulator.
"CoPilot, download that PS5 emulator everyone is talking about and then set it up for me."
// Still, I’d imagine Rockstar easily being able to sue anyone in the US who tries to play this illegally
How on earth would they know? At the very least the gold master will be playable in perpetuity. If their netcode is anywhere near as bad as GTA V as well, every piece of DLC or online-service will be replicated on Private servers.
We already have a full eco-system and community-driven multiplayer modification framework for GTA V on PC in the form of FiveM. I'd imagine many talented people (and/or those with token capital) are chomping at the bit to replicate the same with GTA 6.
> Normal people aren’t downloading a 100GB torrent to get this working. Nor would they setup an emulator.
You do realize that by Sony going 100% digital, ALL games will have to be downloaded? I don't have a PS5 but many of my Xbox Series X games are ~100GB or more.
Soon most publishers will start going even before the official January 2028 deadline - as it helps them cut costs, simplify distribution, cuts PIRACY, leads to more sales/revenue (people cannot borrow - not even from the library, are forced to buy).
So if someone offers them a chance to break free, I think they'll take it.
Also if SO MANY people can try something like OpenClaw (which took a seasoned professional like me a day to set up) then we're underestimating 'normal' people!
Ha you are completely wrong here all over your comment, that I can guarantee. If they get this working with at least 30 fps, expect millions of people will play this on PC. If they figure our performance parity, expect modding scene will go nuclear since it allows you to tinker with game in ways playstation will never ever allow.
I've never really dived into GTA series, but oh boy does GTA 6 has a massive momentum and it overshadows every single game release in second half of 2026, distributors moved many titles away from this period.
Or introduce some kind of validation in code, to block it from running from PC?
Hey, they could even call it something catchy like Extended Copy Protection (XCP) software.
https://en.wikipedia.org/wiki/Sony_BMG_copy_protection_rootk...
Sony have already introduced a change via a March 2026 firmware update to combat refund exploits and digital piracy (specifically targeting web-store refund loopholes on jailbroken or manipulated consoles) - but this again is firmware and in-memory address storage which is easily parsed and manipulated by Agentic AI.
Simply put, GTA V thinks its running on real hardware. Any sort of hardware based validation check (e.g. hitting hardware specific functions that are HLE in the emulator as more general API calls) will be patched nightly if the likes of the dolphin devlog in recent times is anything to go by. Online checks are even more easily bypassed, unless there's some sort of esoteric quantum or one-time pad style implementation which I can't foresee.
If you have the code on disk, you can also patch the code on disk.
With GTA 6, I really would not worry about this, given just how much interest there is in it. Someone will crack whatever they come up with.
...and that could all be avoided by not trying to cash-in twice by delaying the PC release by a year.
(To be fair though, I kinda do not expect it to be worth all of this hype. It is just more of the same from what I have seen)
> cash-in twice by delaying the PC release by a year.
You have the same game on PC and console but you have to pay twice to play it on both, despite the engineering effort to adapt the game between them being minimal relative to the whole development effort. But they charge full price for each version as if they go through the entire development effort for each individually. The players will be just as honest about saving money as the devs or publishers are about making money.
Has any company ever done anything because of piracy, apart from trying to punish the pirates?
Daaaang you're gonna be pleasantly surprised if you haven't seen it already; look up what's happening with decompilations and recompilations now with AI :)
Can you provide any examples for us interested?
Asmongold also did a stream recently where he showed a bunch of insane mashups of AAA games that people are doing, like Mario in Elden Ring or Spiderman in the Arkum Asylum Batman map. You can find it on Youtube.
If this trajectory continues, the AAA games industry will be in trouble. It will be a golden age for game restoration and game modding.
I just had Claude get me a 1997 game up and running on modern Windows in 30 minutes, and few days of off-hours prompting later, I'm part-way into upscaling/remastering graphics, have a browser 3D level preview, asset viewer, headless rendering pipeline, and entire internal game logic VM reversed and scripts decompiled to Lisp code.
Getting the game to work and upgrading some graphics was something I dreamed of since childhood (and attempted myself several times). I casually threw Opus 5.5 at it and was surprised at the result.
Didn't know until now that everyone else is doing the same with their favorite old games now.
(In my case, the game is Star Trek: Generations.)
Huh - I played ‘A Final Unity’ but had no idea they’d turned Generations into a sequel. MicroProse probably made way too many of my fond childhood memories.
I never thought of "Generations" as a sequel, I didn't even know for a long time they were related. As far as I can tell, the main relationship between the two games is that "Generations" uses the same engine and assets in space combat as "A Final Unity".
FWIW, AFU is next on my list, I just need to... dig up an old copy of that too.
Shame GoG never got around to remastering either of them, but thankfully Claude has no problems helping here.
GTA 6 will probably be software as a service to some extend, namely the code will change all the time at somewhat high frequency for any port. If I am not too mistaken a big chunk of the GTA community does play online.
"AI porting" able to follow? (If that AI thing is actually true)
Unless GTA 6 is not hardwired to AMDGPU hardware at release, if they have a cross-platform engine, for PC, it is to click the right export button... and do the QA and debug to please the various 3D drivers out there.
Unfortunately, this is only going to push Sony/Nintendo/MS more towards cloud gaming. AI enabling these amazing reverse engineering efforts and democratizing access to gaming is amazing, and preventing vendor lock in is always something I'll support. However it's hard not to see them pushing gamers towards needing to play games on cloud only, preventing these kind of things happening.
Steam is larger than any single console now a days, has a DRM which can be trivially bypassed, and still does excellently. The problem with consoles is that they're not economically competitive and rely instead on user lock-in paired with marketing and the antiquated belief that PC gaming is complex or requires a $1000 computer. Both were, more or less, true 20 years ago, but haven't been true for many years.
It's never wise to say never, but I think cloud gaming will never go far with gaming. Physics means there's going to be input latency. So it simply won't work for VR where you really need at least 90FPS with no input latency. Of course the year of VR seems to be coming just about after the year of Linux, so maybe that doesn't matter. But even for normal games, the input latency is major. This [1] article shows input latency of more than 1/4th a second on one game ran at 4k. Then there's reduced visuals and of course recent times have also demonstrated beyond any doubt that the whole argument that the cloud won't go down, or won't lose your data, are both marketing fictions.
[1] - https://www.pcgamer.com/heres-how-stadias-input-lag-compares...
> the antiquated belief that PC gaming is complex or requires a $1000 computer
Is that antiquated? PC gaming requires either (1) some technical knowledge to assemble a computer on par with modern consoles without breaking the bank, (2) spending more than $1000 to buy a complete computer on par with modern consoles, or (3) settling for worse performance to buy a system that costs the same as a console.
Consoles subsidize hardware on the bet that they'll make more in the long run on game licenses, and they have much better economies of scale than most PC builders. See: Steam Machine.
(1) - Youtube or AI (2) - Not remotely the case (3) - PS5 Pro @ 1k was easily matched by an equivalent BOM-cost PC until the GPU/RAM shortage
//Consoles subsidize hardware on the bet that they'll make more in the long run on game licenses,
The PlayStation 5 @ $499 became profitable to manufacture within its first year on the market.
https://www.pcmag.com/news/sony-says-499-ps5-no-longer-sells...
Sony Is also Making 59% More Revenue Per PlayStation User since Lockdown, with $230 more spent by the average active PlayStation user now than in 2018.
https://www.ign.com/articles/sony-is-making-59-more-revenue-...
I dunno, 2 feels pretty on point. Unless you're trying to match an Xbox Series S, I guess. The components in my aging midrange desktop are worth ~$600 more than than I paid for them in 2022.
On the other hand one of the main advantages of console gaming was that you could resell the games after you are done. Now with the move to digital games, what is the advantage of buying a console when Steam has regular discounts and a massive catalog?
Lower up-front cost because of the subsidized hardware. Also games exclusive to your favorite console
I don't own a console, but the offer of saving money now at the expense of spending more over time is still a solid business model
> Lower up-front cost because of the subsidized hardware
I do not believe any current-gen console is subsidised? Though old stock thereof is probably cheaper because they locked the component prices in before RAM prices started going crazy
And the fact that you put in a disk and got to play, instead of waiting for an update the next 2 hours.
Oh boy, that time is long gone. Today you wait an hour for the game to be installed from disk and then for the day 1 patch to be downloaded and installed.
Console hardware has not been significantly subsidized since the PS3 era. From the PS4 on they all swapped to lightly modified retail hardware that's sold for profit. PS4 and PS5 both ended up profitable on the hardware alone less than a year after launch.
Steam Deck/Rog Ally/etc.?
Power-wise Steam Deck isn't on par with current gen consoles nor even last gen consoles. It can play plenty of games, but we've reached a point that it can't run most new AAA games at an acceptable level of performance regardless of settings. With a console you can buy pretty much any game and assume that it will run at a playable frame rate (though there are of course exceptions).
And it doesn't have to be on-par. Show me a gameplay enhancement that the current gen hardware has enabled - something that just wasn't possible on previous gen hardware.
Well, PS5 has an incredible audio processing chip that can actually use GPU geometry directly - and it does its own equivalent of audio raytracing to model accurate behaviour of audio inside whatever room you're in, based on geometry and material properties. It's extremely cool and works pretty well, but unless you're an audio geek you won't notice.
And actually, the "what has this hardware enabled" works kinda backwards. I work in video games and every single design that we come up with usually hits the wall of "oh that's cool on PS5/XSX, but how will we make this run on the Switch" - and the answer is we won't, so the feature gets scrapped. Increases NPC counts, better AI, multiplayer sessions with hundreds of people on the screen - these are arguably gameplay features that the current gen enables but because games are always made for the lowest common denominator they rarely get implemented. And yes, of course there are always tricks to do these things regardless, switch has some impressive games despite being positively ancient now. But I've been part of the discussion about so many gameplay systems that got scrapped not because they couldn't run on the PS5 but because they also had to perform well on lesser hardware.
The scale of things has somewhat improved, but the gameplay improvements in GTA V over IV are hardly there due to hardware capabilities. Gran Turismo still, afaict, does not have a visual damage model, but of course the simulation has improved somewhat. I do not believe Fortnite would have captured a bigger market had it leaned harder into cool graphics.
Honestly, I think Civ games benefit the most from hardware advancement- the end game become more playable due to shorter wait times.
AMD TrueAudio was doing the audio raycasting thing many years before the PS5 released [1]
> The TrueAudio Next SDK was released as open source through AMD's GPUOpen suite in August 2016...TrueAudio Next uses the GPU's ray-casting technology to do the audio computation
It's a rather niche feature, don't think too many games ever used it.
I am aware. But the question was what can the current generation do that the last one didn't - well, PS4 couldn't so that, PS5 can. And because it's built right into Wwise a lot of games support it(whether it's wired in correctly in them is a different question, but I know all games I've worked on had it)
Doesn't "last gen consoles" include the original Nintendo Switch? That thing was underpowered when it came out, let alone compared to a Steam Deck. Also, PS4/5 and friends are not handhelds.
I was specifically referring to PS4 and Xbox One. Power-wise Nintendo platforms since Wii are essentially (at least) one generation behind the other consoles, and generally speaking Nintendo platforms have their own games rather than relying on big multiplats, outside of indie games.
I own a Steam Deck and its one of my favorite devices but its specs are now not really at par with standard (given its age it makes sense). They need to release a newer version but I doubt they can keep the same price value as they did with the original given the market conditions
Steam Machine was supposed to be their next-gen, but it was dead on arrival price wise. 2TB w/Controller is about $1500 and should be closer to $850.
On a tangential note, I tested Pyrowave last night streaming from my CachyOS gaming PC to my ROG Ally (running CachyOS) connected to the TV; there's 2 network switches and about 50m of ethernet between them.
Lowering the stream resolution to 1440p (from 4k) I was able to get 1440p@120Hz flawlessly playing DOOM TDA, <1ms input latency according to the overlay and display latency in the ~17ms range.
It took 900Mb/s of network bandwidth to stream that, so very close to the limit of my 1Gb LAN and still not at the quality and frame rate I'd normally play.
Add WiFi or internet streaming into the mix, and we're going to have to take a significant hit in visual fidelity and frame rates on top of all of the other issues you mention with cloud gaming.
20 years ago a $400 laptop could emulate most major psx games, and anything from n64 and prior.
A $1k laptop could dualbox WoW.. depending on the type of game you were playing consoles were not that much cheaper. Hardware prices in the mid oughts were getting very good.
You are way off with your recollection of 20 years old hardware (and its prices)
$400 buys you a decent laptop from 10 years before.
My $400 used Dell laptop from eBay is able to emulate PSX games and most PS2 games (albeit dipping in < 100% emulation speed at times) with its integrated Intel card.
20 years ago (2006) a $400 laptop from 1996 had a pre-Pentium CPU barely able to run Windows 95. In fact I’m not even sure you could find laptops that cheap, used or new.
Did we live in two different “2006s”? I remember 2000s laptops to be near-unusable for anything 3D, let alone a 400 dollar one. My mid-2000s gaming PC could do it at 60-ish FPS, but the graphics in that alone were like 300 dollars :D
You mean like the plethora of workstations from HP and Compaq with Nvidia Quadro FX 1500M or similar platforms?
This certainly doesn’t mirror my experience of cloud gaming (gfn) which is indistinguishable from local gaming to me, incl 4k. By and large it’s a significantly better experience than local gaming: silent, cheap, non configuration/setup, works almost everywhere for me etc .
Your article is 6 years old(!) , cloud gaming has gone a long way. If anything , try it first.
Cloud gaming has a latency problem that cannot be fixed because the speed of light being a thing. I play many titles that require fast reflexes and any latency is unacceptable.
Also I muck around with mods, emulators etc. PC Gaming isn't just whatever is on the Steam Store.
I used Nvidia GeForce now for some months and must admit that I can't feel a difference most of the time. I tried call of duty warzone and even this was great multiplayer experience. (Game is a mess with GeForce now, can't remember shader cache and must recreate it every GeForce now session)
You don't feel the difference until you play without the lag.
I've got something like 1400 hours in HellDivers 2, playing Level 10 I don't want to experience any lag. I recently changed the configuration of my machine and I've able improve framerates/frame pacing and it make a lot of difference when playing the game i.e. some melee counters I can much more easily perform.
Latency isn't great, but it doesn't matter for many games.
It matters for anything multiplayer shooter and even single player games with quicktime events. Using WiFi, wireless controllers, TVs with frame pacing and bluetooth headsets adds latency already in your own house of around 10-50ms (although it is a combined latency, not network).
I know and I can't use cloud gaming myself in part because of the games I play and because I'm used to 240fps PC latency so no game can feel good, I can barely stand using steam link for couch gaming. But there are loads of people that wouldn't notice the difference if they're used to 30fps consoles and loads of games where the latency doesn't matter.
it matters in every single game i play.
It matters in almost every game I play as well, but for some it doesn't really matter like Baldurs Gate 3, Blue Prince, etc. And I think if you're used to 30fps on console you might not notice a difference in most games, but if you're used to 240hz/fps on a PC any game will feel atrocious until you get used to it.
I'm on 1gb/s and it's still pretty terrible to me
gb/s is a measure of bandwidth, not latency. but thats just the thing, the ping time is too high for any game of interest if its > 0.
> The problem with consoles is that they're not economically competitive and rely instead on user lock-in paired with marketing and the antiquated belief that PC gaming is complex or requires a $1000 computer.
Console are also single (or lately dual) target so it's theorically easier to debug and optimize compared to PC.
Yup I can see that. My PC games always have a lot more issues and glitches than any of my PS5 games have had.
They’re not a hardware company*. Sony and Nintendo are. MS is kinda questionable.
* Yes they’ve started making their own but it’s hardly a primary business.
Console makers don’t make money on selling the consoles, they’re making money on selling games.
Just another example proving that "razor & blades" business model itself should've been banned the moment it was conceived.
Myself I am very sensitive to latency, which is a bit more evidence that I have a somewhat unusual nervous system. People who are much better at other game genres are amazed that I can usually beat levels from any rhythm game the first time unseen but...
When I had 30 ms of display lag (a frame) I could not accomplish anything for my team in League Of Legends. With my old Samsung TV I would just get hit playing Titanfall and never be able to hit anybody (except with a falling Titan) until I turned on "game mode". I even had the same problem with certain single player games like SAO: Fatal Bullet. (Although there are some games, say DW 9 [fast action but not time sensitive] or Orcs Must Die [not twitchy at all] that I can play just fine with the wired LAN in my house in the first case and over the microwave link to my rental property in the second case)
And of course the lag is unreasonably distributed. The developers and executives might have offices across the street from a cloud gaming data center and of course it is OK. For the "rest of us" behind congested or underinvested networks not so much.
What I found the most disappointing about cloud gaming was despite it being all the rage for "Big Tech" for a year or so they never made an attempt to build a game that really took advantage of it. I mean, you can get machines in the cloud with an absurd amount of RAM, CPUs and GPUs. Such a machine could put 20-30 players in a shared world with 20-30 the complexity of a conventional game and stream out video to all of them... Google has fantastic resources and could have made a game which would have had gamers demanding cloud gaming but no, they didn't.
Steam DRM is easy to bypass, but the convenience of one-click purchasing cannot be bypassed.
It could be, remember "Popcorn time" ?
Getting a dubious stream is far less risky than running a dubious binary. But maybe people would not care supporting bot networks and other maladies.
You’d be surprised with how much lag is actually tolerable when you have good prediction.
In an online FPS though?
Even in an online FPS all your inputs need to be sent to a server running the game logic so what you're seeing is not an actual state of the game but rather the predicted one. I think it would make sense to have a competetive game run all it's logic and rendering on a single machine for all the players in a given match so that it works a bit like a split-screen - the only difference being that instead of showing it on a single combined screen it would send those screens to remote players. This way a lot of problems with latency and movement prediction would be gone. Also cheating would be impossible which is a good enough reason to do it on it's own.
Maybe but VR FPS isn’t such a huge category. The biggest problem there I suspect is almost certainly variable lag (particularly random spikes) as that’s harder to compensate.
I love being downvoted for this statement by people who don’t know what I had worked on in the past.
> The problem with consoles is that they're not economically competitive and rely instead on user lock-in paired with marketing and the antiquated belief that PC gaming is complex or requires a $1000 computer. Both were, more or less, true 20 years ago, but haven't been true for many years.
Counterpoint: The benefit of consoles is that they're locked down hard. A lot of PC games are either unplayable in online mode due to rampant cheating or require a level of system access for their anticheat solutions that rivals antivirus software but without the scrutiny.
With consoles, the best cheat can only ever be as good as a human with zero latency - you need to parse the video signal and feed it into some kind of ML model. With PCs, these FPGA based hardware cheat cards can do much, much more.
And frankly, I'm not sure how to solve this dilemma. I do not want to spend north of a thousand of euros for a console I don't own and, most importantly, can and will get my account locked when I attempt to own it. But on the other side I have zero desire to waste the precious free time I have dealing with cheaters. The usual trolls and sex pests are bad enough - but there I can just mute the chat and go on with my life. With cheaters, there is no escape.
Just run a private server and kick/ban them? That's how things worked in the 00's and there is no reason why it wouldn't work now. You can even whitelist your vetted friends.
Game developers however can't get that sweet sweet MRR nectar out of the players.
Enshittification galore.
consoles and thus games are hacked just as thoroughly and completely as PC, for quite a few years. i cannot think of a single console ive played MP and not seen the same blatant cheating since xb360 days
This continues to be an absolute no-go for competitive real-time games due to input latency. I honestly think there's a chance that game clients might go the way of the recording industry, and they just might not be worth that much.
As doubtful as I am about the viability of cloud streaming, this IS going to cause a bigger push into live service functionality where maybe you have a light client but the server is authoritative over more and more aspects of the game. Even then, AI can write its own server, so it needs to be full of FOMO if you're not on the official server.
I don't even know if a smaller company like Nintendo can pull something like that off. They have been behind so much in the tech space because they spend modestly and their primary differentiating factor is their IP. Their lawyers are going to be working non stop until they figure something out. I guess have a strategic partner?
I'm not sure I'd totally agree with this characterization. They've certainly been behind in tech that's like "stuff the most FPS and fanciest graphics into this small box as possible", but I'd argue they've been pretty much the only one playing in the "make a good experience for most users without configuration with relatively cheap local hardware" up until relatively recently (SteamOS certainly has made some inroads, but I've yet to see anything particularly impressive in terms of an Xbox handheld, and Sony has basically given up it since the Vita). I don't think either of these broad technical areas are particularly aligned with making cloud streaming viable for gaming, but if I had to pick one side, I'm not sure I'd pick the side that's invested way more into expensive hardware on the local side rather than figuring out how to make the constraints of lower power go further.
You make a very valid point but it really sounds like you are describing whether a company provides immense value to their customers whereas I am describing: are they up to date technically?
Nintendo is excellent at providing that value using low tech. They managed to make a compelling product using cardboard and sell it for 80$. They are the masters at providing good experiences with relatively cheap local hardware.
Cloud game streaming has gotten to be extremely impressive, at least on a wired connection, to the point where it’s almost hard to tell you’re streaming. It’s been hard for me to consider upgrading my old gaming PC considering how good GeForce Now is for the $20 a month that I spend.
I subscribe to XBox Game Pass and used to subscribe to Geforce Now too. They're both really great for me as more of a casual gamer, but at the competitive level in the fighting game genre, it's totally insane and people will notice a sub-100ms lag in their inputs because they're sort of pushing the limits of human reaction time.
> at least on a wired connection
There goes 95% of your market. If not more.
I didn’t say only on a wired connection. All of my experiences streaming wirelessly have also been great. I’m just not willing to make the same level of claim when I’ve probably spent less than ten hours streaming on WiFi and hundreds on a wired connection.
If I as a person who only plays on local hardware; went to streaming tomorrow, do you think I would notice the difference?
Or is it something you get used to like playing at 60hz, then going back to a PS2/etc at 30hz for awhile?
I can't tell if this is what they're talking about, but I frequently stream from my desktop to a SteamOS handheld on my home network, and on pretty much any game that I can max out on my desktop's specs (Radeon 6900 XT, so not exactly the newest GPU, but it's able to do quite a bit), I can get 120 FPS on the handheld without much noticeable input lag.
I don't have any reason to believe this would translate into a good cloud gaming experience though, because it mostly seems to have become viable from local wifi just getting a lot better in recent years. I would expect the latency to still be pretty high for a remote server, and it's possible that the streaming server I use is just able to "correct" things more easily for a local connection in a way that a fully remote connection might not be able to.
I’m talking about cloud streaming though I used to do local streaming through steam and remote streaming through parsec. GeForce now in my experience has worked better than either of those options running on my own hardware regardless of the hardware being local occasionally.
I did preface my comment with "I'm not sure if this is what they're talking about", because I didn't know if it was what you were talking about. I guess it's not.