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Cloud Computing, Server-side Rendering... and Video-games. A Brief History of Computing. Mainframes and dumb terminals The rise of “micro-computing” and the personal computer Fat clients vs thin clients – the move back to the old days – for business apps
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A Brief History of Computing • Mainframes and dumb terminals • The rise of “micro-computing” and the personal computer • Fat clients vs thin clients – the move back to the old days – for business apps • Games typically the exception to this trend, server-side calculations mainly for persistent titles like MMOs
PC Gaming – Driving Innovation in Hardware design • Game development goes hand in hand with innovations in display technology, driving force behind graphics chipset manufacturing • 3D-accelerated graphics become a standard feature – not all created equal • “System killers” constantly push the limits of existing technology
Streaming to the Rescue? • Cloud Gaming lowers barriers of entry • Streaming via broadband internet • Allows cutting edge titles to run on clunkers, smaller specialized devices • Currently several competing services in development – Gaikai looks most intriging at the moment
Features of Gaikai • Allows embedding of full games in webpages – could radically alter current concept of demos for the better • Integrates into Twitter – in a useful way • Ditto for personal blogs • Brings full-fledged modern games to non-traditional platforms • It's free!! Or at least there is no fee to use it.
Could spell the downfall of productive society though... We're clearly doomed!
How does it work? • Servers in 300 data-centers across the country; deals in place for 900 more • Restricts access based on quality of service – 5 to 10 milliseconds of lag is the benchmark • User's device behaves like a dumb terminal, streaming video and sending input signals
Why this is really cool • Just about everyone has a computer • Broadband is becoming equally ubiquitous • No need to wrangle with custom gaming hardware, understand drivers, or any of the “traditional” barriers of entry for PC gaming • Netbooks could actually play games (that don't suck)
Drawbacks/potential pitfalls • Service dependent on net connection never failing – offline mode not in the cards • Games as service reduces conception of ownership, access to purchased titles hinges on continued success of service • Reliable broadband service isn't (yet) universal • Unclear how profitability would be achieved
Game streaming services like Gaikai are intriguing technologies that stands to offer unique benefits, even for those with no need for a server-based solution. Even beyond the “games for everyone (with broadband) aspect, this could revolutionize demos and the notion of “try before you buy”. Conclusions