Turbofan optimisations, SharedArrayBuffer, Web Assembly really impacted performance of my game engine. With enough assets it's already possible to make GTA V complexity and quality game running in the browser. The biggest progress in browsers and webgl performance happened in the last 3 years so it doesn't matter what you've been hearing 10 years ago. It already happened and is possible NOW, even on phones.
"Loading time is latency too" no it isn't. It doesn't matter if you're getting closer to an object and in the distance it fades in(or loads higher LOD) even with 500ms delay. But in streaming game as a video when the whole gameplay is delayed by 300ms it already makes entire competitive game unplayable.
> The biggest progress in browsers and webgl performance happened in the last 3 years so it doesn't matter what you've been hearing 10 years ago.
There has been some amazing progress in the past 10 years too ...
> It doesn't matter if you're getting closer to an object and in the distance it fades in(or loads higher LOD) even with 500ms delay.
If it fades in 484ms for the other guy, he just saw you a full frame earlier than you (and that's excluding the potential 484 ms remaining ;)). That sound much more like gamebreaking than my 50 ms over Nvidia Geforce Now, but I'm also just a casual gamer.
I'm talking about extreme delay of the object fading in, too far in the distance to be interactive(that's why I also mentioned LOD for objects close enough to be interactive). Your 50ms is 50ms of info provided by nvidia and a fan of game streaming wouldn't be able to tell the difference between 50ms and 150ms of pressing a button and actual reaction on the screen lol
"Loading time is latency too" no it isn't. It doesn't matter if you're getting closer to an object and in the distance it fades in(or loads higher LOD) even with 500ms delay. But in streaming game as a video when the whole gameplay is delayed by 300ms it already makes entire competitive game unplayable.