Discussion in 'Article Discussion' started by bit-tech, 10 Apr 2019.
Are they not aware that there's no heavy computational lifting in games that are 30 years?
Depends on the system being emulated: emulation ain't cheap, and making one emulator which can run on a variety of platforms isn't as easy as making one emulator and streaming the result to multiple devices. (Though, I'll grant you, emulating eight bit and most 16 bit systems should be well within the capabilities of any smartphone of the last decade or so.)
Then there's latency: while streaming services are just about getting to the "barely tolerable for some cases" range of latencies for games designed with the assumption you will be plugging a console into a TV with atrocious input lag, there are people who already insist on only using original hardware and CRTs for retro games to get down to acceptable latencies (as the games were designed assuming that sort of near-zero latency would be standard).
Higan makes a good hash at it, emulating multiple systems across multiple architectures. Then there's Libretro, which is a modular rather than monolithic project achieving the same result.
The games quoted (https://www.antstream.com/gameslist) are all Speccy/C64/Amiga and should well within the realms of a mobile phone/Raspberry Pi. The arcade games they've got on there could be interesting...
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