Tuesday, September 11, 2012

"The Cloud" + Gaming = Can it work?

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Cloud Gaming
So this afternoon I read a story concerning a new development in "Cloud Gaming".  Yep, that's right "Cloud Gaming".  If you don't know exactly what that is, let me briefly explain.  A "Cloud Gaming Service" has a bunch of servers that they have their games installed on.  Much like user's stream movies via Netflix, a cloud gaming provider's servers would run the gaming locally on the server side and stream the video output from the game through the internet (aka "The Cloud") to it's customers.

This type of gaming solution gives players access to games without having to be concerned with upgrading their computer's hardware (namely RAM, video card/chipset, and processor) nor purchasing expensive video game consoles that try to be your "entertainment hub" in the living.  Since all the customer is coming into contact with is the video feed and sending back the controls being input back upstream to the game's server.  Sounds pretty awesome, doesn't it?

That's because it is, in theory.  Some time back I wrote a post about OnLive, and I still stand by my original thoughts that they were "before their time".  And that hopefully they could pave the way for a larger market for this type of service.  If you haven't followed the situation with OnLive, there have been reports/rumors of mass layoffs within the company.  And an ill fated financial future doesn't look good for them.

But there may be hope that OnLive can pull through with the help of Vizio & Google who seem to see value in the service as the latest run of Google TV boxes will support the OnLive service.  On top of that, if you have followed the KickStarter project OUYA, which touts to be an Android based game console, it will support OnLive as well.  So all may not be lost with OnLive.

I haven't personally played the OnLive console.  But I have played around with a couple demo's via the Android tablet app on my Acer Iconia a500 tablet.  I have attempted to the same with the Windows client.  But this is where these services enter some murky waters: bandwidth.  Yep, in order to use the mobile app with much success you need a very decent/stable broadband connection.  My network speed is among one of the upper tiers for my area; yet it is a little slower than a national average.  For me, the mobile app worked but it looked a little fuzzy.  Whereas, the Windows client would only kick up an error that I didn't have enough bandwidth to run their service.  My network speed isn't the greatest, but it handles everything I through at it with ease; with the exception of OnLive.  Even Netflix streams to my 40 inch HD television and looks good.  So why not OnLive?

For a service like this to succeed, it needs to be accessable to lower network speeds.  However, this too is a double edged sword, because bandwidth will also limit the video quality of the stream coming downstream to the client.  Meanwhile maintaining a low latency for quick response via the network.  Although I still believe this type of service could flourish.  I still think it is a little before it's time.

With all of the said (and most of it just my opinions); AMD has invested in a company similar to OnLive by the name of CiiNow.  What do you think?  Will  OnLive's tumultuous past and uncertain future mean a bumpy take off for an AMD backed solution?  Or can AMD help CiiNow take off and flourish?  CiiNow is a little different than OnLive as it is designed to be a turnkey solutions for service providers.  Meaning that more than likely you'll not become a "CiiNow Customer".  But say your ISP could become a service provider and offer a game streaming service to you as part of a bundle or package, etc. while utilizing this technology service as a foundation for that particular service offering.

Whereas, OnLive is much like Netflix. It sells the service to the end user directly.

Time will tell if the world is ready for this type of service.

What do you think?  Drop us a line at the bottom of this post and let us know!

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