Rendering Games On The Cloud
Posted on : 08-07-2010 | By : Chaitanya Munjuluri | In : Game Development
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Isn’t this an interesting idea? Render games on the cloud and stream them, in real time, to the clients. Come to think of it, this is quite similar to what Sun was talking about many years ago – “Network is the computer”. I like this concept where you can stick any game on the internet and it renders straight to the console @ hand.
Here’s my take on this:
- Perfrect for networking and online games. Think about the architectural possibilities now that all the client side and server side information is on the server – the cloud. Of course the client side now becomes a video decoder.
- 5 Mbps for an HDTV output is asking for a little too much. It is not always possible for everyone to have this sort of a connection consistently. I know for sure that South Korea, Japan and Singapore can march ahead in this area, especially in the wireless devices space.
- We will slowly be able to move away from a GPU+CPU architecture to one that is purely CPU (hmm or may just be GPU) architecture. Aren’t we tending towards software renderers here? Ray tracing, although years away, should become a natural progression.
- A more consistent “Minimum Requirements” spec for playing games.
- We definitely need to consider the possibility that having a vector graphics processor will lower bandwidth requirements.
- Fatter bills for data transfer
I know for sure that this will not make consoles disappear but it will make PC gaming and mobile gaming obtain better market penetration. A few years ago Steam changed the way I played games. I hope a service like Gaikai or Onlive will also change the landscape.




