“Cloud gaming works until it starts to be successful – at which point, it falls over,” claimed Gabe Newell during his DICE keynote speech in Las Vegas overnight. Citing the already-existing problems with cloud gaming architecture, Newell explained that he believes scaling up that architecture will make those problems even worse.
“All the spreadsheets ignore the producing levels that consumer networks use. When everyone starts using a continuous network connection in order to get their applications, prices are going to go through the roof. Let’s say our industry had never done consoles or consumer clients. Even if we just started out with cloud gaming, you’d actually go in the direction of pushing intelligence out to the edge of the network, simply because it’s a great way of caching and saving you on network resources.”
As Australians, we’ve always been skeptical of cloud gaming due to the problems we already face with lag — something Gabe also touched on during his address.
“Another point is that cloud gaming puts latency compensation in the wrong place: in the center of the network rather than the edge,” he claimed. “And one thing we believe is that latency sensitivity is actually going to increase in the future.”
“The ability to do local high-speed processing will become more important than it is now. For now, people think of it as the customer experiencing lag during play, but in the future, there’ll be a bunch of hardware that has even more sensitivity than a human does. So putting functionality at the center of the network will actually be impossible.”