From Wikipedia, the free encyclopedia
Cloud gaming, also called
gaming on demand, is a type of
online gaming that allows direct and on-demand
streaming of games onto a computer, similar to
video on demand, through the use of a
thin client, in which the actual game is stored on the operator's or game company's
server
and is streamed directly to computers accessing the server through the
client. This allows access to games without the need of a
console and largely makes the
capability of the user's computer unimportant, as the server is the system that is running the processing needs.
[1][2]
The controls and button presses from the user are transmitted directly
to the server, where they are recorded, and the server then sends back
the game's response to the input controls. This process works swiftly
without notable latency allowing interactive high action game play.
Furthermore, a low-level internet connection will also work with the
server connection, with only a "DSL connection of 1.5 mbps" needed for a
standard-definition television.
[3]
Description
Gaming on demand is a game service which will take advantage of a broadband connection, large server clusters,
encryption and
compression
to stream game content directly to a subscriber. Game content isn't
stored on the user's machine and game code execution occurs primarily at
the server so a less powerful computer can be used than the game would
normally require.
[4][5]
Recent developments
Video game developer
Crytek began research on a cloud gaming solution in 2005 for their game
Crysis, but halted development in 2007 to wait until the infrastructure and cable net providers were up for the task.
[6][7]
On November 18, 2010,
SFR launched commercial GoD service on
IPTV powered by G-cluster technology.
[8][9]
On March 10, 2010, OnLive officially launched. The OnLive Game
Service then turned on in the US on June 17, 2010, at an initial monthly
service fee of $4.95, plus the cost of games and the OnLive
microconsole.
[10][11]
However, this fee was not to be applied for a year while OnLive worked
out their business model and anyone who signed up during 2010 would not
be charged until 2011 as well as have their account marked as a
"founding member". Later, the fee was removed altogether as part of a
review of this business model and as of October 2010, there are no plans
to reintroduce this fee to simply use the service.
On February 27, 2011,
Gaikai,
which allows game publishers and others to embed free streaming
gameplay trials on their web sites, launched its open beta with games
from
Electronic Arts including
Dead Space 2,
Mass Effect 2, and
Sims 3.
[12] Gaikai-enabled games can be embedded directly inside websites, on Facebook,
[13] or on mobile devices
[14] and IPTVs.
[15] In spring 2011, Gaikai went live with multiple partnerships including
Walmart and
The Escapist, as well as announcing deals with
Eurogamer and
Capcom.
[16]
Gaikai-enabled games stream from within web browsers without requiring
downloads, special plug-ins, or registration, and can be activated by
clicking on an enabled advertisement or visiting a Gaikai-powered game
destination.
[17]
On April 28, 2011,
Free, a French
Internet service provider, launched "GameTree TV", a gaming on demand platform for the
Freebox Revolution, its advanced IPTV
set-top-box. The service is based on the
GameTree TV platform by
TransGaming Inc.
History
- 2005: G-cluster launches the first commercial live deployment of cloud gaming in Europe [18]
- 2008: The first HD 720p service showcased by G-cluster on Amino STB.[19]
- 2009: OnLive and Gaikai announce cloud based gaming services.[20][21]
- 2010: SFR launches cloud gaming on demand service on IPTV commercially in France.[22]
- 2010: OnLive launches.[23]
- 2011: Gaikai launches.[24]
Solution providers
Current main Cloud Gaming solution providers include: