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CLOUD GAMING
“GAMING AS A SERVICE”
What is
cloud
gaming?
Cloud Gaming runs gaming on remote server and
streams video on clients’ device
• Concept: A new Netflix?
• History of Cloud Gaming?
 1st idea in 2000 by Game-cluster and released in
2003.
 In 2010, Onlive launched it’s microconsole to
use improved Data & Video compression.
 Recently launched: Google stadia, Amazon luna,
Nvidia GeForceNow, Microsoft Xbox Gamepass,
Playstation Now.
Why Cloud Gaming?
• Gaming industry valuation: crossed $300B ( Report by Accenture )
• PC Games released in 2021 : 10696 (7200+ on avg in last 5 years)
• How to play AAA title games?
50k onwards 70k onwards 35k onwards
Cloud Gaming Framework
• A player’s commands must be sent over the Internet
from its thin client to the cloud gaming platform.
• Converted into appropriate in-game actions, which
are interpreted by the game logic into changes in the
game world.
• The game world changes are then processed by the
cloud system’s graphical processing unit (GPU) into a
rendered scene.
• The rendered scene must be compressed by the
video encoder, and then sent to a video streaming
module, which delivers the video stream back to the
thin client.
• Thin client decodes the video and displays the video
frames to the player.
Business model
• Majorly three ways, cloud gaming
earns/can earn revenue:
1. Subscription model
• Provide library of games for a
monthly subscription fee
2. Microtransactions in games
• In game purchases of loot boxes and
items
3. In game advertising
• Render real-time digital ads inside
game without compromising in
gaming experience or performance
– Admix
Target Customers
1. Those who cannot afford necessary devices
2. Those who already have devices but do not want to pay
heavily on the games
3. Those mobile gamers who wants to upgrad to high quality
PC gaming
4. Occasional gamers who want games and don’t want to
invest in heavy hardware.
Cloud gaming
Advantages:
Security & No piracy
Device Compatible
Reduced Costs
Easy Access to Games
Limitations:
Input lag ( high latency )
Video encoding -decoding-loss of
quality
System Requirements
Real World Performance
Actual time
Ideal time
Future aspects of
Cloud gaming
• Google and it’s Negative Latency:
• Stream multiple possible outcomes to
the client device, stream the content
according to the input, testing phase
• Netflix entering into cloud gaming, similar
fate to the cloud gaming industry?
• Microsoft on buying spree:
• Bought Activision-Blizzard King for
$68.7B
• Bought Zenimax media for $8.7B
• 3 out of top 10 acquisitions in gaming
industry
THANK YOU

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CLOUD GAMING.pptx

  • 2. What is cloud gaming? Cloud Gaming runs gaming on remote server and streams video on clients’ device • Concept: A new Netflix? • History of Cloud Gaming?  1st idea in 2000 by Game-cluster and released in 2003.  In 2010, Onlive launched it’s microconsole to use improved Data & Video compression.  Recently launched: Google stadia, Amazon luna, Nvidia GeForceNow, Microsoft Xbox Gamepass, Playstation Now.
  • 3. Why Cloud Gaming? • Gaming industry valuation: crossed $300B ( Report by Accenture ) • PC Games released in 2021 : 10696 (7200+ on avg in last 5 years) • How to play AAA title games? 50k onwards 70k onwards 35k onwards
  • 4. Cloud Gaming Framework • A player’s commands must be sent over the Internet from its thin client to the cloud gaming platform. • Converted into appropriate in-game actions, which are interpreted by the game logic into changes in the game world. • The game world changes are then processed by the cloud system’s graphical processing unit (GPU) into a rendered scene. • The rendered scene must be compressed by the video encoder, and then sent to a video streaming module, which delivers the video stream back to the thin client. • Thin client decodes the video and displays the video frames to the player.
  • 5. Business model • Majorly three ways, cloud gaming earns/can earn revenue: 1. Subscription model • Provide library of games for a monthly subscription fee 2. Microtransactions in games • In game purchases of loot boxes and items 3. In game advertising • Render real-time digital ads inside game without compromising in gaming experience or performance – Admix
  • 6. Target Customers 1. Those who cannot afford necessary devices 2. Those who already have devices but do not want to pay heavily on the games 3. Those mobile gamers who wants to upgrad to high quality PC gaming 4. Occasional gamers who want games and don’t want to invest in heavy hardware.
  • 7. Cloud gaming Advantages: Security & No piracy Device Compatible Reduced Costs Easy Access to Games Limitations: Input lag ( high latency ) Video encoding -decoding-loss of quality System Requirements
  • 9. Future aspects of Cloud gaming • Google and it’s Negative Latency: • Stream multiple possible outcomes to the client device, stream the content according to the input, testing phase • Netflix entering into cloud gaming, similar fate to the cloud gaming industry? • Microsoft on buying spree: • Bought Activision-Blizzard King for $68.7B • Bought Zenimax media for $8.7B • 3 out of top 10 acquisitions in gaming industry