The consumption of Google Stadia (still) in question
Highly anticipated by many players, the Google Stadia cloud-gaming service is finally available, with a bonus of 22 games at launch (instead of the 12 announced initially). A Stadia available only for those who have taken care of pre-order the service, with the possibility to play freely two games "free", the rest being paid.
A cloud gaming service that of course requires a strong network connection to take full advantage of Stadia, but which also involves a lot of data consumption. We already knew that Google Stadia could consume between 4.5 and 20 GB of data per hour, and the site VentureBeat has made various measurements, including 1080p / 60fps, to gauge this consumption in real conditions.
Thus, playing Red Dead Redemption 2 via Google Stadia in 1080p / 60 fps mode for 13 minutes, the site has recorded a total consumption of 1.55 GB (119 MB per minute). Considering that the player overcomes the solo of Red Dead Redemption 2 in 47 hours of play, this equates to a total consumption of 335 GB … playing "only" in 1080p / 60 fps. In 4K, consumption will of course be even higher.
A (big) problem in 4G
Obviously, if Google Stadia is connected to a home network, it does not pose any concern for consumption, the data is unlimited. Consumption can nevertheless become a very big problem when you want to play mobile, via a 4G package for example (which is not possible elsewhere for the moment), and that you only have 10 or 20 GB of data.
At present, Google Stadia is in its infancy, and still suffers many defects of youth. Google should obviously correct the shot over the weeks, including reviewing the technical section, perhaps also the price of games, but also gradually adding many features missing at launch. It remains to be seen now if the service of Google will win, and soon make our game consoles vestiges of a distant past …