VR however is one application where network lag would clearly be totally unacceptable. Can you imagine having even 50ms of lag while turning your head in a game? It seems like out of all the applications of "cloud gaming" this would be the least suitable one. It's not even about the game feeling laggy and floaty, it's about not getting sick while playing it.
I guess they could render a huge FoV for every eye and let the client do the actual tracking to mask some of the latency, but I'm not sure how you can make any translation work that way.
I'm not saying it's impossible and it'll never happen but if that's really the objective it seems they're doing it the wrong way around. Shouldn't they first develop "cloud gaming" infrastructure and then move on to the particular niche of VR?
Regarding cloud gaming, Nvidia has a service in beta, but Amazon seems well positioned for a monopoly in this space (for both developer and consumer use cases) and I'm surprised they haven't been pushing hard for it. I've been using Paperspace heavily for cloud gaming for the last six months and it's a very compelling value proposition. All things considered I'd still rather have a dedicated custom PC, but I can't justify spending $2,000 up front for something that is already good enough at $0.60/hr on demand. You can imagine how big the market could be if instead of selling loss-making consoles you could just push a smart TV app that connects to a cloud gaming service and eliminate the console upgrade cycle. It would also be much easier to lure users from other networks if they don't have to invest $300 in a console to switch. I don't know if it would be a losing proposition for Microsoft and Sony but it could be an entry point for a leaner competitor to get a leg up on the incumbents.