![]() The first demonstrated approach of cloud gaming technology was by startup G-cluster (short for Game Cluster), which introduced its product at the 2000 E3, and released around 2003. The Quality of Experience (QoE) that measures the user's general level of satisfaction also needs to be brought into consideration during the development phase of cloud gaming. The provider's dedicated hardware can be upgraded over time in order to support higher resolutions and frame rates for the rendering and streams. Attempts to reduce latency include the use of caching as the cached data can be "stored locally. Ī 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 first-person shooters and fighting games). The network infrastructure required to make cloud gaming feasible was, for many years, not available in most geographic areas, or unavailable to consumer markets. Infrastructure considerations Ĭloud 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. Novel cost structures are required to cover these operating costs compared to traditional distribution. įurther, 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. 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. ĭue to their dependency on high-quality streaming video, cloud gaming services typically require reliable, high-speed internet connections with low latency. Some services may offer additional features to take advantage of this model, including the ability for a viewer to join a player's session and temporarily take control of the game. ![]() Cloud gaming can be made available on a wide range of computing devices, including mobile devices such as smartphones and tablets, digital media players, or proprietary thin client-like devices. Ĭloud gaming can be advantageous as it eliminates the need to purchase expensive computer hardware or install games directly onto a local game system. ![]() 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. The client software handles the player's inputs, which are sent back to the server and executed in-game. Background Ĭloud gaming platforms operate in a similar manner to remote desktops and video on demand services games are stored and executed remotely on a provider's dedicated hardware, and streamed as video to a player's device via client software. It contrasts with traditional means of gaming, wherein a game runs locally on a user's video game console, personal computer, or mobile device. 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 them directly to a user's device, or more colloquially, playing a game remotely from a cloud.
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