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For the camera alone one could do a few tricks on the client like VR's timewarp/reprojection, but that doesn't work for gameplay actions (like pressing the fire/jump button).

Theoretically the server could speculatively render and transmit a number of different "potential future frames", and the client throws the wrongly predicted frames away.

That's a nice way to burn even more energy and bandwidth though ;)






Stadia controller connects directly to WiFi to the remote server though, so it sounds like the Chromecast or whatever isn't even getting the local inputs to do such tricks.



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