Originally published at: http://www.howtogeek.com/160851/htg-explains-what-is-cloud-gaming-and-is-it-the-future/
Cloud gaming has much in common with streaming videos. Essentially, the cloud-gaming server runs a game and streams a video of the gameplay to you. Your keyboard, mouse, and controller input actions are sent over the network to the cloud gaming server.
There's one major con that was missed out on; servers themselves. If the server crashes, goes in maintenance, or the developers simply pull the plug to stop support, those games go bye bye as well.
I believe it could be great for demos.
While those of us with bandwidth caps and sluggish slow speeds are still trying to jump the gaming hurtle that is the bandwidth greedy Steam, a move to streaming games will kill gaming off for us altogether.
Maybe it's for the best, us hicks need to get back to tending cows - moo.
There's one major con that was missed out on; servers themselves
Yes. Running the game severs and providing the bandwidth necessary for low-latency streaming has GOT to be expensive.
The quality of your gaming experience is also going to be dependent on network conditions; so a temporary glitch in your signal may mean your character dies simply because you couldn't react to a threat.
In all, I don't think remote streaming of video games will ever be more than a niche market. It will always be more effective to provide rendering hardware at the client end than to perform all the wizardry necessary to stream games remotely. If nothing else, you will never get past the speed of light delays and the need to buffer the frames before shipping them over the network.
You could make a case that remote rendering can be made cheaper, especially for casual users, but for anyone who's halfway serious about their gaming experience, I don't think that remote rendering will ever replace having a physical piece of hardware in the living room.
While those of us with bandwidth caps and sluggish slow speeds are still trying to jump the gaming hurtle that is the bandwidth greedy Steam,
It's not just Steam: my kid wanted to play an MMO with her two cousins over the weekend. I installed the same game on 3 consoles, and since there was no way to cache the patch files during the install process, I had run the the 5 GB installer 3 times... once for each computer.
I would LOVE to have some way to cache and store patches for MMO's to a LAN server, so that I could patch up all of my computers with a single download. Having to download multi-gigabyte patches for each client is ridiculous.
I don't think cloud gaming will be the future simply because of ping.
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