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JohnZoidberg's Posts

I'm not aware of any TVs that support 5.1 channel Stadia audio today. That doesn't mean it's technically impossible, but eARC on both the TV and receiver would be a requirement. Without that, it's no... See more...
I'm not aware of any TVs that support 5.1 channel Stadia audio today. That doesn't mean it's technically impossible, but eARC on both the TV and receiver would be a requirement. Without that, it's not happening (barring some major changes by Google on the back end).
It wouldn't matter. ARC can't carry 5.1 channels of decoded audio. I can go into the details more deeply if you are really interested, but it isn't going to change the result. If you want 5.1, use so... See more...
It wouldn't matter. ARC can't carry 5.1 channels of decoded audio. I can go into the details more deeply if you are really interested, but it isn't going to change the result. If you want 5.1, use something plugged directly into the receiver so ARC isn't a limitation. This could theoretically get better in the future, if your TV and receiver both support eARC and Google puts some effort into improving the TV app and the TV manufacturer makes it possible. That's a lot of conditions that all have to line up, so I wouldn't hold my breath.
ARC cannot carry 5.1 channels of PCM audio. It only has capacity for 2 channels (stereo) PCM or 5.1 channels using a compression format that isn't used by Stadia.
If I'm understanding your question properly, try to visit stadia.com in a browser, then you can click on one of those saved screen shots, and in the upper right corner will be an icon that looks like... See more...
If I'm understanding your question properly, try to visit stadia.com in a browser, then you can click on one of those saved screen shots, and in the upper right corner will be an icon that looks like a down arrow in a box. That will let you download it as a JPEG.
The TV would still need to use ARC or eARC to send 5.1 channel sound to the receiver, even if it's using the built-in Stadia app instead of a CCU or the Stadia app running on a CCwGTV. 
Stadia is not a "virtual PC" in the cloud. It is more like a cloud console. The point is, it is a separate ecosystem, more like Xbox or Playstation, and just like those, buying a game for one ecosyst... See more...
Stadia is not a "virtual PC" in the cloud. It is more like a cloud console. The point is, it is a separate ecosystem, more like Xbox or Playstation, and just like those, buying a game for one ecosystem doesn't let you play it in another. Games have to be ported to each ecosystem and supported by their developers and publishers, and that costs money. But, if you do buy a game for Stadia, you can play it on Stadia as much as you like – no subscription is required (unless you want to take advantage of 4K resolution and surrounds sound). I hope this answers your question.
Hello @MrPointToProve  It sounds like there may be an issue with your wired network infrastructure (wiring, switch/switches, or even individual switch ports). I have Google WiFi as well, and it has... See more...
Hello @MrPointToProve  It sounds like there may be an issue with your wired network infrastructure (wiring, switch/switches, or even individual switch ports). I have Google WiFi as well, and it has been extremely reliable. If the CCU isn't staying on Ethernet, that's a strong indication the Ethernet connection itself isn't reliable. The fact that one CCU works on Ethernet and the other doesn't indicates the issue is closer to the problematic CCU (and likely does not involve the Google WiFi units). Instead of trying to "force" Ethernet, you need to investigate the Ethernet wiring and switches – once it's working reliably, the CCU will use it.
This is an interesting idea. But, honestly, it would be less work to make the controllers work through Bluetooth and look like standard BT controllers, since this wouldn't require any custom software... See more...
This is an interesting idea. But, honestly, it would be less work to make the controllers work through Bluetooth and look like standard BT controllers, since this wouldn't require any custom software development on the devices they would be talking to (and both approaches would require changes to the controller firmware). I just don't expect either of these to happen since neither one would help move the core Stadia experience forward. Don't get me wrong – I see the end-user benefit, I just don't see why Google would prioritize their engineering time for this.
Hello @Theblaxmith  Cake Bash isn't really a free game. It's a game you have one license for as part of the Stadia Pro subscription. This isn't really any different than the one license you have fo... See more...
Hello @Theblaxmith  Cake Bash isn't really a free game. It's a game you have one license for as part of the Stadia Pro subscription. This isn't really any different than the one license you have for any games you've purchased (except that you keep those licenses even when you aren't subscribed to Stadia Pro any longer). The solution to having multiple people in your family play a game like that at the same time is to have one of them purchase the game in their account. All of the licenses are shared across all of the family members, so once you have two licenses total, any two can play at the same time.
Hello @WAXY  In addition to the questions from @MrVacca , I would just add that if the phone doesn't have a 4K screen, it won't be possible (that means at least 3840 x 2160 – any less in either dim... See more...
Hello @WAXY  In addition to the questions from @MrVacca , I would just add that if the phone doesn't have a 4K screen, it won't be possible (that means at least 3840 x 2160 – any less in either dimension is not 4K). Next, the Android Stadia app won't support 4K itself. You'd need to play in Chrome instead. Even with all of that in place, I would be a little surprised if something doesn't quite match the requirements.
Hello @kvegeta  HDMI ARC can only carry compressed 5.1 channel audio that has been encoded in a handful of formats, all of which are designed to work well with streaming video playback. Stadia uses... See more...
Hello @kvegeta  HDMI ARC can only carry compressed 5.1 channel audio that has been encoded in a handful of formats, all of which are designed to work well with streaming video playback. Stadia uses a compression format optimized for low latency, but this format is not supported by HDMI ARC (or eARC, for that matter). So, the Stadia client decodes this into PCM (uncompressed) audio, which doesn't fit in the HDMI ARC connection (it would fit in eARC, but there may be other issues with getting that to work from the Stadia app on a smart TV). In short, if you want 5.1 channel audio from Stadia, either a CCU or a CCwGTV connected directly to your receiver will be required for the time being.
So, it looks like that receiver supports eARC, but only through the "monitor 1" HDMI output. I would check to make sure you're using that one. The Kodi and VLC player apps may be sending stereo PCM o... See more...
So, it looks like that receiver supports eARC, but only through the "monitor 1" HDMI output. I would check to make sure you're using that one. The Kodi and VLC player apps may be sending stereo PCM over ARC, or sending 5.1 channel Dolby Digital or DTS over ARC as well. But, if you're positive they are sending 5.1 channel PCM over eARC, then it may just be that the Stadia app for that TV doesn't support it, and when the TV negotiates with the CCU, it may not be telling the CCU it can accept 5.1 channel PCM over HDMI. This stuff is just super-complicated. I have heard rumors that Google is working on improvements in this area, but there's only so much they can do given all of the constraints and pieces they don't control. Still, I'm hoping we'll see some improvements at some point. In the mean time, I would connect the CCU to one of the HDMI inputs on that receiver – you should get 5.1 channel audio if you do that (I believe it's working on my Denon AVR-X1600H).
Hello @Broncanius  Stadia 5.1 channel audio is encoded using a low-latency format that must be decoded into PCM by the TV or CCU. The challenge then is getting 5.1 channel PCM into a surround sound... See more...
Hello @Broncanius  Stadia 5.1 channel audio is encoded using a low-latency format that must be decoded into PCM by the TV or CCU. The challenge then is getting 5.1 channel PCM into a surround sound system. If the CCU is plugged directly into a receiver (for example), that works fine, since the primary HDMI audio channel can carry 5.1 channels of PCM. But, if the CCU is plugged into a TV (or if the TV is receiving the Stadia stream itself and decoding it), then there are really only two ways to get that audio into the receiver. One is the "Audio Return Channel" (ARC), which is through an HDMI connection, but in the reverse direction from TV to receiver (from the receiver's perspective, the audio is coming in through its HDMI "out" connector). But, regular ARC can't carry 5.1 channels of PCM audio – it can only carry 5.1 channels of compressed audio (and only in a standard format like Dolby Digital). There is a newer "enhanced" ARC (eARC) that can carry 5.1 channels of PCM audio, but it looks like a lot of TVs and receivers don't support it yet (or even more confusingly, only some of their HDMI ports support it while others don't). The other method is very similar – using an S/PDIF connection (either optical or coaxial RCA connector). But, that uses the exact same format as ARC, and is subject to the same limitations. It's also possible the Stadia app for your TV just doesn't support decoding 5.1 channel Stadia audio in the first place (but even if it did, it might still be subject to the limitations of ARC or S/PDIF, etc.). Other streaming services can use standard high-latency formats like Dolby Digital all the way through, so they don't have these issues (but they don't have the low-latency requirements that Stadia does). So, if you have a surround sound receiver or sound bar, you may be able to get 5.1 sound by connecting a CCU to one of its inputs so you aren't trying to rely on ARC from the TV. That may have some impacts on the video processing delay through the receiver, though.
Hello @champy4  According to this web page: https://www.ea.com/games/fifa/fifa-22/hypermotion it's available on Stadia and next gen consoles: "Groundbreaking new HyperMotion gameplay technology ele... See more...
Hello @champy4  According to this web page: https://www.ea.com/games/fifa/fifa-22/hypermotion it's available on Stadia and next gen consoles: "Groundbreaking new HyperMotion gameplay technology elevates every match across every mode in FIFA 22 only on PlayStation®5, Xbox Series X|S, and Stadia."
Hello @ooiuoiuoiuoiuoi  The only "official" statement I've seen from Google on this is in footnote number 5 on this web page: https://store.google.com/us/product/stadia_controller?hl=en-US which sa... See more...
Hello @ooiuoiuoiuoiuoi  The only "official" statement I've seen from Google on this is in footnote number 5 on this web page: https://store.google.com/us/product/stadia_controller?hl=en-US which says: " Product contains Bluetooth Classic radio. No Bluetooth Classic functionality is enabled at this time. Bluetooth Classic functionality may be implemented at a later date." So, that's pretty far from being a commitment, but certainly doesn't rule out the possibility.  As for these forums, they are a community forum, not a direct line to Google engineering or product management. There are a few Google folks who monitor them, but mostly for things like spam, abuse, and widespread technical issues. But, there is a way to submit feedback to Google more directly – just use the "Feedback" feature in the Stadia app (just click your avatar in the corner and scroll down towards the bottom). If you want to see this implemented, and you can articulate how it would support the core Stadia experience, I would encourage you to submit that through the feedback channel in the app. If enough people do that, Google may more seriously consider implementing it.
Hello @SunDown1982  The free trial of Stadia Pro is not limited to 1080p. But, it doesn't look like that device has a 4K screen, and I'm not sure mobile devices support 4K even if it did. It should... See more...
Hello @SunDown1982  The free trial of Stadia Pro is not limited to 1080p. But, it doesn't look like that device has a 4K screen, and I'm not sure mobile devices support 4K even if it did. It should still look pretty good on that display, though, even at 1080p, and if you have any other devices that do support 4K, you can always try them as well while you still have the Stadia Pro subscription active.
Hello @Okdone  The second generation Chromecast is not supported by Stadia. Only the Chromecast Ultra (and newer "Chromecast with Google TV") devices support Stadia (from Google, that is – there ar... See more...
Hello @Okdone  The second generation Chromecast is not supported by Stadia. Only the Chromecast Ultra (and newer "Chromecast with Google TV") devices support Stadia (from Google, that is – there are other devices from other manufacturers that also support Stadia).
Yes.  Even if the bundle is new and has not been used/activated.
Here's how I think about this from a somewhat simplified model of the end-to-end system. We have the input and output devices (mouse/keyboard/controller & monitor), the game engine (takes inputs from... See more...
Here's how I think about this from a somewhat simplified model of the end-to-end system. We have the input and output devices (mouse/keyboard/controller & monitor), the game engine (takes inputs from the devices, renders output on monitor), and the multiplayer game server. Let's call the links between these "L" (for local I/O to game engine) and "M" (for game engine to multiplayer server). I/O <-- L --> GE <-- M --> MS In a typical console or PC scenario, the "L" link is pretty fast (for PC, very fast; for consoles driving a TV, still fast, but not as fast as a PC). Call it a few tens of milliseconds. But, in that scenario, the "M" link may be quite bad, since it includes the local internet service and one or more internet transit links before getting to the multiplayer server. Call it anywhere from a few tens of milliseconds up to a few hundred milliseconds. In that environment, any movements the player makes may be visible on screen quickly, since they only require a round trip through the "L" link. However, any game state changes that are influenced by other players may take a long time to be visible, since those require a round trip through the "M" link (in fact, it's worse, since they require your "M" link and other players' "M" links to be transited). This results in weird stuff like thinking you got the drop on someone, but then it turns out the multiplayer game server decided they actually saw you first, etc. This results in "rubber banding" where your view of another player may jump from one spot to another as the whole distributed system becomes eventually consistent. Now, in the Stadia scenario, the "L" link is not as fast as it would be for a PC, since we're going through the local internet service (and more, but that gets really complicated and dependent on your local ISP). It should still be a few tens of milliseconds, but more than a PC (and maybe comparable to a local console of the last generation). Call it 100ms to 150ms to be conservative. Now, though, the "M" link is going to be very fast, since it's all inside either Google's own network, or at worst transiting the high speed links Google has to all of the major cloud hosting regions. So, this should be in the tens of milliseconds for most players at worst, and may be less than ten milliseconds pretty commonly. So now, you may not see your own movements quite as quickly as you would in a local setup, but the number of times you see things roll back or rubber band should be very small – and as @RXShorty said, people can adapt to high latency pretty well. However, this is assuming all of the people playing have similarly small "M" link latencies. In a cross-play environment, some people may have extremely short "M" latencies, while others (non-Stadia players) may have much longer "M" link latencies. In a mixed environment like this, you will still see some rubber-banding, but being a Stadia player may provide some advantages in terms of how often that happens. Here's the thing, though. The real model looks like this: Player 1 <--> I/O1 <-- L1 --> GE1 <-- M1 --> MS <-- M2 --> GE2 <-- L2 --> I/O2 <--> Player 2 So, the end-to-end latency that matters in a lot of cases is really Player 1 <--> Player 2, and while Stadia changes the relative ratios of L/M link latencies, it doesn't actually change the total end-to-end latency by much. If you're playing against someone very far away who has craptastic internet, it's not going to be a fun time for either of you, regardless of which technology stack is underneath. Oof – this has gotten much longer than I'd planned. I didn't even get into the speed of typical people's photon-to-finger reaction time or signal propagation delays over distance. But, I hope this was interesting anyway!
Hello @webawart  PUBG does not support mouse and keyboard on Stadia, because it only supports cross-play with console players. You will need to connect a controller to use the game on Stadia.