Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
October 23, 2014
arrowPress Releases
October 23, 2014
PR Newswire
View All

If you enjoy reading this site, you might also want to check out these UBM Tech sites:

Report: The Necessity Of Datacenters For Cloud Gaming
Report: The Necessity Of Datacenters For Cloud Gaming
June 23, 2011 | By Frank Cifaldi

June 23, 2011 | By Frank Cifaldi
More: Console/PC, Social/Online, Business/Marketing

As OnLive and Gaikai are proving, cloud gaming -- that is, streaming gameplay from an external source rather than relying on local processing power -- is a reality. OnLive is already in the hands of consumers, GameStop's upcoming service has been demonstrated in public venues, and Gaikai is striking up some impressive partnerships with companies such as Walmart and Electronic Arts.

"Cloud gaming is the future," Crytek CEO Cevat Yerli recently told us, and he's not alone in these sentiments. But so far, the reality of cloud gaming has been in expensive dedicated datacenters, which may not be a viable solution if cloud gaming is to become something as prevalent as "the future."

The organizers of the upcoming Cloud Gaming USA 2011 expo got a number of industry experts to weigh in on the subject, asking if datacenters were completely necessary for cloud gaming or if games could be optimized for easier streaming at the development stage.

"It's our responsibility as publishers to look at the latency issue from all sides," said THQ's Brian Farrell, who admits that game makers can make games that are specifically tailored to streaming.

"Whether that means reducing the video resolution or coding specifically for an online game logic or adding more server locations, the potential solutions vary widely," he explained.

David Perry of Gaikai, which differentiates itself from OnLive by operating 24 datacenters as opposed to the latter's 3, stresses that they are the only solution.

"This is never going to be easy," he said. "Anybody that wants to stand up a real cloud network for gaming has to cover the world at a critically close proximity to the users."

A massive amount of datacenters is the only way to make cloud gaming a reality, says Perry, because "you're dealing with physics" and the limitations of the speed of light. OnLive CEO Steve Perlman recently told Gamasutra that the need for numerous datacenters was a "misconception."

Major game retailer GameStop recently purchased streaming technology company Spawn Labs, which has been working on an OnLive-like consumer-facing streaming service since last year.

According to GameStop's Tony Bartel, datacenters are a necessity, and the company thinks that it will solve latency with a large amount of them.

"We believe that our technology will get latency to a point where it's imperceptible even to a very discerning gamer," he said. "We're going to continue to drive that down, as I'm sure OnLive and Gaikai are."

Bartel, Perry and Farrell will all speak at the Cloud Gaming USA conference in September. The report that these interviews were published in is available for free at the conference website.

Related Jobs

Nexon America, Inc.
Nexon America, Inc. — El Segundo, California, United States

Localization Coordinator
Petroglyph Games
Petroglyph Games — Las Vegas, Nevada, United States

DeNA Studios Canada
DeNA Studios Canada — Vancouver, British Columbia, Canada

Analytical Game Designer
Xsolla — Sherman Oaks, California, United States

Senior Business Development Manager


Michael G
profile image
They still have terrible performance though. I have a 6Mb connection which is average for the UK and it's unusable.

Ken Nakai
profile image
The use of "cloud" these days reminds me of the abuse of the "tycoon" word 10 years ago. Gotta figure out a way to throw "cloud" on it so it sounds cool/hip/trendy/new/etc.

The problem is your 6MB connection could be great...if their DC was in Europe. Cloud does not mean faster networking especially if it requires a bunch of hops just to get to you.

What they're talking about (the distributed DCs) is what they NEED to do if they want there to be solid performance across the globe. I've tried it and it works fine for me on my PC in the US. Seeing as I'm also in California I'm close to one of their DCs so that makes it even better.

For what they're doing, it's really about mimicing Akamai and essentially distributing their service across the globe to place their "cloud" closer to the gamer they're serving. All the "cloud" does is enable them to offer the ability to run the game without the console right there in your room (it's essentially hardware virtualization). The "cloud" that a lot of people want to us to believe is the solution for everything is something that's been around for 50's called the Internet.

And even though they're virtualizing the hardware, video streaming takes up a lot of bandwidth (especially at higher resolutions)--even if it's compressed--and they still need to account for user interaction (something streaming video services like YouTube don't need to worry about). Putting those DCs closer to the gamer is the only real way to make the service smooth and worthwhile. Fiber from the DC to the end user would help things a bit but only so much.

Brad Borne
profile image
Fact: if you buy a computer, it will come with some sort of memory.

Fact: computer memory becomes cheaper every day.

Fact: it will ALWAYS be more convenient / faster to save files locally.