Patrick Curry
@patrickmcurry
I’m still cautiously optimistic about streaming game platforms like xCloud and Stadia. But probably for different reasons than most folks...
7/19/2019, 9:24:45 PM
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Patrick Curry
@patrickmcurry
I’m still cautiously optimistic about streaming game platforms like xCloud and Stadia. But probably for different reasons than most folks...
7/19/2019, 9:24:45 PM
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linkPatrick Curry
@patrickmcurry
I’ve been following cloud gaming since OnLive and Gaikai. I’ve played tons of games on PlayStation Now and Steam streaming. I’ve tried most of the startup cloud gaming services, and I’ve done tech diligence on a couple of them.
7/19/2019, 9:24:47 PM
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linkPatrick Curry
@patrickmcurry
Cloud gaming is really good at some stuff. Porting games between platforms is complicated, time-consuming, and expensive. If a game is 100% remote-rendered, then there’s no need to ever port again. That’s appealing.
7/19/2019, 9:24:48 PM
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linkPatrick Curry
@patrickmcurry
Eliminating all of the on-ramp friction is also really appealing. No need to download, install, or patch a game ever again? OMG sign me up! Trying new games could be as fast and painless as switching Twitch channels or YouTube videos.
7/19/2019, 9:24:48 PM
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linkPatrick Curry
@patrickmcurry
The opportunities for multiplayer are legion. The networking layer could be instamagic! Games with local co-op could instantly become online co-op. And programming a game for 1,000 simultaneous players could become as easy as just 4.
7/19/2019, 9:24:48 PM
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linkPatrick Curry
@patrickmcurry
So as both a player and a developer, I’m down for cloud gaming. Bring it on. But... there are big two things that this technology is really bad at that we will all need to account for. First up... camera movement!
7/19/2019, 9:24:49 PM
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linkPatrick Curry
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Moving cameras stink in cloud gaming. Mostly it’s because every time the camera moves, you have to send 100% new pixels down to the client. So the frame buffer gets compressed and blurry exactly when there’s something new to see!
7/19/2019, 9:24:49 PM
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linkPatrick Curry
@patrickmcurry
But it gets worse. Let’s imagine your game depends on being able to quickly and accurately move the camera — like in a shooter. Between compression and input lag, shooters are virtually unplayable via streaming. And that leads to the second big problem: lag.
7/19/2019, 9:24:49 PM
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linkPatrick Curry
@patrickmcurry
Cloud gaming is entirely dependent on your Internet connection speed AND the quality of your LAN and/or wifi hardware. It takes time for button presses to travel up to the server, get rendered into graphics and sound, and then get downloaded for you to see it.
7/19/2019, 9:24:50 PM
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linkPatrick Curry
@patrickmcurry
Console shooters, fighting games, and racing games are reading your input and rendering the scene every 16.66 milliseconds to hit 60 frames per second. If you’re on a high-end gaming PC, it’s even faster!
7/19/2019, 9:24:50 PM
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linkPatrick Curry
@patrickmcurry
But the Internet just isn’t that fast! If a videogame requires any degree of precise timing, it’s just not a good candidate for cloud gaming. A short math detour...
7/19/2019, 9:24:51 PM
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linkPatrick Curry
@patrickmcurry
On Google Fiber in Austin, TX my average ping to Google is 21.50 milliseconds. That’s the fastest they can respond to *anything*. If cloud gaming ran on a supercomputer rendering at 100 FPS, it would take 10 more milliseconds to render the scene. That’s just barely over 30 FPS!
7/19/2019, 9:24:51 PM
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linkPatrick Curry
@patrickmcurry
It’s hard to imagine playing a shooter, fighting game, or racing game where the best possible framerate in perfect Internet conditions is 30 FPS. Plus in those genres, if the Internet glitches out for a second, your match or race could be completely ruined. That’s untenable.
7/19/2019, 9:24:51 PM
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linkPatrick Curry
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Cloud gaming will probably never be the choice of competitive gamers or things like esports. BUUUT it’s not all bad news! There are tons of games and genres where cloud gaming will still feel good and even magical.
7/19/2019, 9:24:52 PM
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linkPatrick Curry
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I really enjoyed playing singleplayer third-person action games in OnLive and PS Now. Batman Arkham Asylum, Assassin’s Creed, and Darksiders all felt good. Their combat is more about rhythm than frame-timing. Felt a little less responsive than usual, but still playable and fun.
7/19/2019, 9:24:52 PM
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linkPatrick Curry
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Other genres that work well are top-down and strategy games. A turn-based game like X-COM was really fun, and watching a turn play out was like watching a lil Netflix movie. Tidbits of lag and compression had no chance to ruin the gameplay.
7/19/2019, 9:24:52 PM
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linkPatrick Curry
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Any storytelling-focused game could do really well as a cloud-rendered game. Telltale and BioWare games (at least the ones without twitch shooting) could be ideal. Watch the movie. Make some choices. Watch the combat. Make more choices. Watch more movies.
7/19/2019, 9:24:53 PM
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linkPatrick Curry
@patrickmcurry
Board games, party games, and gameshows are also natural choices for cloud services. Mario Party, Jackbox, and Emoji Charades aren’t (mostly) about twitch reaction time, don’t have tons of camera movement, and could take advantage of built-in multiplayer services.
7/19/2019, 9:24:53 PM
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linkPatrick Curry
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And the dirty little secret of cloud gaming is that casual games are going to sing on cloud gaming platforms! Large swaths of flat color, gameplay that’s not dependent on framerate, and low compute needs are ideal.
7/19/2019, 9:24:53 PM
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linkPatrick Curry
@patrickmcurry
A single cloud gaming server can probably render 100+ instances of Angry Birds in the time it takes to render one frame of Destiny.
7/19/2019, 9:24:54 PM
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linkPatrick Curry
@patrickmcurry
But I see this as a good thing. If cloud gaming makes it easier to bring games to everyone, then we’re expanding the total audience for our medium! And like all new tech, it will lead to new creative content that’s honed for this platform.
7/19/2019, 9:24:54 PM
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linkPatrick Curry
@patrickmcurry
As much as I want to play competitive Halo on my iPhone, I don’t think cloud gaming is going to be the way it happens. Streaming will be good for some genres and bad at others, just as the same was true for mobile games and VR.
7/19/2019, 9:24:55 PM
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linkPatrick Curry
@patrickmcurry
It’s up to all of us to be creative and open-minded, and not force the old content and paradigms onto these new platforms!
7/19/2019, 9:24:55 PM
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