Abstract

Cloud gaming, the newest entry in the online gaming world, leverages the well-known concept of cloud computing to provide real-time gaming services to players. The idea in cloud gaming is to capture the game events from players and transmit them to the cloud, process those events and run the game logic in the cloud, render the game scene as video in the cloud, and stream that video to the players. The advantage is that as long as the client can display video, which pretty much all smartphones, tablets, game consoles, desktops, laptops, and mobile devices today do, the user can play the game without installing it locally, and without needing to have a machine with high-grade 3-D graphics rendering and powerful computing hardware and software. This makes cloud gaming accessible to a huge market of mass consumers. While some variations of cloud gaming systems stream 3-D graphics, in addition to or instead of video, the great majority of cloud gaming implementations are video based. Using the well-known concept of software as a service, cloud gaming is also sometimes referred to as gaming as a service, which is already available as commercial products, such as Sony’s PlayStation Now, Ubitus’s GameNow, G-Cluster, Crytek’s GFACE, PlayGiga, and LiquidSky, to name a few. There are also many efforts concentrating specifically on the underlying technology behind cloud gaming, such as NVIDIA’s Grid, OTOY, CiiNow, Kalydo, and GamingAnywhere [4], the latter being the only open source and free technology. Microsoft is also exploring cloud gaming technologies, with recent successes such as its Kahawai project [1].

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