Why sell software and hardware once when you can sell software, the hardware it's hosted on, and the support and services to manage that software and hardware every single month. It's why companies like Adobe and Microsoft have tried to push their main, relatively static[1] software packages like Office and Creative Suite over to a rent-seeking model. And it's why selling cloud services is all the rage.
It's not a good way to do things, it's not good for any consumer or user of those things, but it prints money on a stable and continuous basis in perpetuity, because people lose everything they paid for when they stop paying.
That's why cloud gaming is going to keep coming up year after year, no matter how impractical or stupid it is.
[1] For the vast majority of users, the difference between any given version of Office or Creative Suite and one released five or six years prior is nearly zero. Almost nobody needs to continually buy these.
I, for one, prefer the subscription model for some things. I like that I can dip my toes in and out of the Photoshop ecosystem without having to shell out hundreds up front. I prefer to rent Netflix for a month rather than purchasing DVDs or Blurays I may watch once or twice. And when cloud gaming is baked (it will be a long time away for me as I live in a small island nation) I will love being able to play any game from a huge range with no outlay other than my monthly subscription - no hardware requirements, no upgrading, just a few bucks a month, and only on the months when I choose to keep my subscription.
My only caveat with cloud gaming is that mouse + KB is non-negotiable, I'm not sure how realistic that will be. I will not play shooter or strategy games with a controller.
This is where NVidia went wrong. They're basically providing that sort of thing, but wanted to present it as their own game service as though all the other storefronts were just backend plumbing. Not a bad consumer experience, but also not what publishers are licensing when they stick their game on Steam.
Some LCD TVs alone can add 40-60ms of latency, and software can add another couple of frames. Often 30hz frames, too...
Which kind of sucks if you grew up on CRTs and arcade games that often managed much lower latency.
But I guess it means that game streaming really could offer a console-like experience if as much non-network latency as possible was eliminated...
The issue here is how much will ping time add to that when streaming a game. Consoles hover in the 100ms are depending on game. PC's it's highly dependent on video hardware, but I good gaming system, display, and keyboard/mouse will be around 70ms.
The issue of streaming game ping ms in part comes down to human reaction time, which averages around 200ms-250ms. Given this, you want a ping time that doesn't add enough latency to the setup to put you above that 200-250ms reaction time, or you start to perceive more noticeable input lag. Given 70-100ms baseline, you want a bandwidth ping absolutely no more than about 100ms on top of that.
The math squares with my personal experience as well. I've played a few streaming services, and when my ping gets to the 100ms area I start to notice a little difference. It's often sill playable, but if it gets higher it can be very distracting.
I agree, that part is nice. However, once I've dipped in a toe and know I want to OWN it, I can't. The non-saas option is gone.
So now I have a perverse incentive to argue against you, for my own sake. Because the more people like you enter a market, the less likely that market is to provide a single purchase product.
I was like you, years ago, but what pulled me to the other side was "couch convenience". Might be similar to the other convenience factors you list. Unless you're playing competitively (where %s matter), there's something great about playing a game like Control while lazing around on the couch
> It's not a good way to do things, it's not good for any consumer or user of those things
> no matter how impractical or stupid it is
Hard disagree on this take.
I would personally love a stable, smooth gaming-as-a-service experience - where I can pay based on my usage level, access any games I want to, pick up my saved game from any device, and never have to worry about sitting around for hours waiting for updates or downloads.
I expect there's a _massive_ market for that. You may not be in it, and that's fine, but I wouldn't be so quick to dismiss it.
Here's the thing though. Those downloads and updates have a massive efficiency factor. Once you have downloaded your assets, they don't have do be downloaded again to be used.
With these game streaming platforms, it doesn't matter that you have downloaded 100GB in screen frames. They can only be used once and then are discarded. In some cases this is a benefit - on Flight Simulator 2020 the servers only have to send you a fraction of their terrain data. But that's a small part of it.
> stable, smooth gaming-as-a-service experience
Netflix and the like work because you can buffer. Is your connection a bit choppy today? Hit pause and let it buffer a bit, hopefully it will stabilize. But games do not tolerate ANY latency issues. Even things like Steam Link - using only your local network - can struggle if there's too much traffic or interference.
Then there's the business model. I don't want a 'subscription'. If I buy a game today I may be spending $60 upfront(if the game has been out for a while, often much less), but I can play as much as I want.
Do you have fantastic internet connectivity, an under-powered device, and you want to quickly shuffle through different games from an online selection? Ok, this could make sense.
Still, this sounds like a far better deal for corporations, as opposed to consumers.
The 100GB of streamed frames happen while I'm playing so I don't care.
This benefit is for those who value their time highly and want something to 'just work' without having to bother with installing stuff, updating, buying and setting up new hardware every year, etc.
Imagine you only have 30 mins a month to do gaming... Like many busy adults... With a PS4 or PC, you'd spend most of your 30 mins waiting for updates to complete.
Or you could just start Steam a few minutes before your monthly 30 minutes I guess. If you have the internet connection required for stable cloud gaming, you won't be spending long waiting for the patches anyway anyway.
It’s also wildly expensive at that point. How much are you paying to game per hour? Much more than going to a movie.
However, I agree that this system is very likely to NOT benefit developers, it will be the publishers that make the cash and it will become a haggling point in dev/pub contracts as to the amount, of any, the devs see from these continuing fee arrangements.
All said, I cannot see a time when I’m willing to go in for full game streaming as a stand alone product. I can imangine paying for Microsoft’s game network or something if I wanted a console this generation. But I have 7000+ DOS games, and a few external drives full of Windows games, and then emulators and ROMs, so I think I’m good for gaming and don’t fit the target for a streaming service.
The word docs I still use end up having 3 dozen copies in my downloads folder from different versions sent via email. It's a nightmare.
If it requires a $6/mo subscription for the cloud based equivalent of a $100 consumer software package, I'd gladly pay it.
Hiccups and artifacts are largely solved and where they aren't, the market tolerates it just fine.
There has been a whole decade of this stuff. The arguments are literally from last decade and they weren’t issues even with the inferior infrastructure then.
I dont think any of these services have proven themselves as a profitable endeavor on their own yet, but as far as advertising or a competitive ecosystem for a larger brand, theyve done really well.
Yes. Its that high. PS4 sold ~115M units. XB1 ~50M. Switch ~70M. Steam has ~100M MAUs. There's overlap in those, and those numbers also really under-represent China and the huge PC gaming scene there, but I think we're in the right magnitude.
By and large, this group's interest in cloud gaming would only significantly extend to being able to access the games they already play on the hardware they have, when out and about. Xbox, Nvidia, PlayStation, and whatever Valve releases will own this group. They're not re-buying games on Stadia or Luna and locking themselves into that platform, nor dealing with locked cross-saves, cross-achievements, cross-social, its just not happening.
Second group: Lets say iOS users. Representing 1.5 billion people worldwide, significant overlap with the previous group. These users probably wont get too heavily invested into any cloud streaming service, because they are all inaccessible on their mobile device. Yeah, there's a Luna web app: I'm sure it'll be horrible.
Third group: People with bad or no internet. 160 million Americans lack broadband. Some of them still buy game consoles and suffer through weeks of downloading updates. Most don't. Online play sucks, but 150 ping is manageable. You learn to play with the ping. These people will never use any cloud streaming service.
We could go on, but the point I'm reaching is: I, too, have no clue who will be signing up for these services. It really feels like these cloud companies just have graphics cards laying around and are supremely uncreative with how to get value from them. Or, they want to own the world and its taken them thirty fucking years to recognize that, hey, gaming is a thing and boy are they late to the party.
Gaming hardware is not expensive. A Switch costs $200; a brand spanking new Xbox Series S, $300. You don't need a two thousand dollar PC to play all the great games out there. Stadia and Luna want you to buy their controllers and their dongles, the upfront cost is not zero, and consumers are not blind to the ongoing cost and expensive games (Game Pass anyone?! Its a fucking steal! And it practically comes with xCloud! Why do people still think Amazon and Google can compete with this?)
If there was some investment vehicle which allowed me to specifically short Stadia and Luna, I would put every cent in my savings and retirement into it, down to the last penny. Cloud streaming has a future, but it won't be via these two products.
Maybe their target demographics are different, they want attract a new set of gamers who were not serious about gaming earlier.
I bet that will change yet again when they get older.
I really like your perspective: there’s millions of consumers out there with different priorities. You don’t have to “get” it you just have to appreciate that they exist.
The only place I can think of in the US with fiber are university dorms.
Outside of providing a cheap substitute for hardware, the only other use case I can see this for is for MMO's that have drastically changing environments like Rec Room, VR Chat or anything like 2nd Life
2. Anything above ~25mbps connection will give you the optimal experience you can have
So no, you do not need Fiber, you just need a decent broadband connection.
Also for most people in the US, 4G has significant usage caps.
Of course this speaks nothing to the average prices these consumers pay. However, its probably a lot cheaper to wire up an area less than the size of California (Japan + Taiwan) with a much more massive population density. If everything else was equal (its not) it would have surprised me for internet to have been more expensive in Japan or Taiwan than in the US.
[0] https://transition.fcc.gov/national-broadband-plan/broadband... [1] https://broadbandnow.com/ATT-speed-test
While definitely nowhere near the majority of the US, there are many metro areas with large residential fiber to the home (FTTH) deployments. Suggesting it is only available at university dorms is massively misrepresenting reality.
In pretty much all the areas I've lived for the last decade, FTTH has been extremely common. I'm certain lots of other people have had very different experiences from me. Lots of other people have had experiences vastly different from yours.
https://broadbandnow.com/report/fiber-optic-availability-map...
https://www.att.com/shop/internet/gigapower/coverage-map.htm...
Booted up "Just Cause 3" (first one I spotted that was supported and I had). The first bit of the game has you on top of a plane shooting at ground targets.
I'm on a 40Mb/s connection with 22ms of ping to 8.8.8.8. All wired ethernet, no wifi.
The latency was awful, felt like ~1s from mouse move to action. I could not aim at the targets at all.
0/10 unplayable ;)
At least the subscription model and game selection seems better than Stadia.
edit: Also, it seems to me like the target audience is for the same sort (and I’m not trying to denigrate) that watch movies on their TV with internal speakers or can’t fathom why you’d pay more than 30 bucks for headphones or earbuds. Some people just don’t care about the latency, hiccups, or compression artifacts. And that’s fine, but I’m not part of that group.