Cloud gaming
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Cloud gaming, sometimes called gaming on demand or game streaming, is a type of online gaming that runs video games on remote servers and streams the game's output (video, sound, etc) directly to a user's device, or more colloquially, playing a game remotely from a cloud. It contrasts with traditional means of gaming, wherein a game is run locally on a user's video game console, personal computer, or mobile device.[1][2]
Background
Cloud gaming platforms operate in a similar manner to remote desktops and Photo on demand services;[3] games are stored and executed remotely on a provider's dedicated hardware, and streamed as video to a player's device via client software. The client software handles the player's inputs, which are sent back to the server and executed in-game.[3] Some cloud gaming services are based on access to a virtualized Windows environment, allowing users to download and install games and software as they normally would on a local computer.[4][5][6]
Cloud gaming can be advantageous as it eliminates the need to purchase expensive computer hardware or install games directly onto a local game system. Cloud gaming can be made available on a wide range of computing devices, including
Due to their dependency on high-quality streaming video, cloud gaming services typically require reliable, high-speed internet connections with low latency. Even with high-speed connections available, traffic congestion and other issues affecting network latency can affect the performance of cloud gaming, and the ability to use a service regularly may also be limited by data caps enforced by some internet service providers.[10][11]
Further, the costs of cloud gaming shift from traditional distribution through retail outlets and digital storefronts to the data servers that run the cloud gaming services. Novel cost structures are required to cover these operating costs compared to traditional distribution.[7]
Infrastructure considerations
Cloud gaming requires significant infrastructure for the services to work as intended, including data centers and server farms for running the games, and high-bandwidth internet connections with low latency for delivering the streams to users.[12] The network infrastructure required to make cloud gaming feasible was, for many years, not available in most geographic areas, or unavailable to consumer markets.[12][8]
A major factor in the quality of a cloud gaming service is latency, as the amount of delay between the user's inputs and when they take effect can affect gameplay — especially in fast-paced games dependent on precise inputs (such as
The provider's dedicated hardware can be upgraded over time in order to support higher
History
Early attempts
The first demonstrated approach of cloud gaming technology was by startup
In early 2003, another attempt was announced by American company
Video game developer Crytek began the research on a cloud gaming system in 2005 for Crysis, but according to their CEO Cevat Yerli, they halted development in 2007 to wait until the infrastructure and cable Internet providers were able to complete the task and the cost of bandwidth to decline.[20]
OnLive and Gaikai
Entrepreneur
Simultaneous to OnLive, another startup
OnLive was never profitable, and after a possible acquisition by
Later advancements and adoption by industry
Nvidia first announced its cloud gaming service, Nvidia Grid (later rebranded as GeForce Now), as a combination of hardware using its graphics processing units and software in May 2012, initially intending to partner with Gaikai for games on the service.[28] Ubitus GameCloud was also introduced alongside Nvidia's Grid. GameCloud was designed as white-label service based on Nvidia's Grid that other providers could use to offer game streaming to their customers.[29]
Grid was formally introduced as part of its
In 2014, Dragon Quest X was brought to Nintendo 3DS in Japan using Ubitus for the streaming technology.[36]
In 2017, the French startup Blade launched a service known as Shadow, where users are able to rent a remote
In May 2018,
At the Game Developers Conference in 2019, Google officially announced its cloud gaming service Stadia, which officially launched on November 19 of that year.[44][45] In May, Sony announced a partnership with Microsoft to co-develop cloud solutions between divisions, including gaming.[46]
Amazon introduced its own cloud gaming service Luna in September 2020. Games on the service will be offered via a channel-style subscription service, with Amazon's own games and those from Ubisoft available at the service's launch.[52][53]
Nintendo currently has games on Nintendo Switch that primarily run on cloud gaming such as Control, Hitman 3, Marvel's Guardians of the Galaxy, and the Kingdom Hearts franchise, using Ubitus.[54]
Future
GPU resource sharing
A proposed method to improve game streaming's scalability is adaptive graphics processing unit (GPU) resource scheduling.[55] Most cloud gaming providers are using dedicated GPUs to each person playing a game. This leads to the best performance but can waste resources.[55] With better GPU resource scheduling algorithms, if the game does not fully utilize that GPU it can be used to help run someone else’s game simultaneously.[55] In the past, “GPU virtualization was not used due to the inferior performance of the resource scheduling algorithm”.[55] However new resource management algorithms have been developed that can allow up to 90% of the GPUs original power to be utilized even while being split among many users.[55]
Predictive input
Algorithms could be used to help predict a player's next inputs, which could overcome the impact of latency in cloud gaming applications.[56] Stadia's head of engineering Majd Bakar foresaw the future possibility of using such a concept to "[reduce] latency to the point where it's basically nonexistent", referring to this concept as "negative latency".[57]
See also
- 2010s in video games
- 2020s in video games
- Remote mobile virtualization for mobile gaming as a service
- Stream processing
- Real-time data
References
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