Cloud gaming has gained momentum in the last year or so, as more and more leading videogame actors started expressing their support to this alternative distribution channel.

However, it has never completely got rid of its primitive criticism, originated when services like Onlive or Gaikai launched in an under-developed technological environment, very different from today´s circumstances.

Media attacks usually dwell on latency, pricing or content. While these shortcomings might have been true for some past, or even existing, B2C services, the situation is very different now:

1. Latency

According to Akamai, in the first quarter of 2017, the global average connection speed was 7.2 Mbps, a 15% increase compared with the first quarter of 2016. In total, 25 countries/regions worldwide posted average speeds of at least 15 Mbps, while 10 Mbps should be enough to run a stable cloud gaming service.

2. Content

Games publishers are always looking for new channels to maximize the reach of their games, especially when there´s no need for them to perform any kind of development or integration of code source in their games.
In this sense, PlayGiga operates with a specialized sandbox technology that allows for an almost immediate integration of new games.

Publishers can also set up their own streaming services, eliminating intermediaries and leveraging their own content: back catalogue or new releases (which will always be updated to the latest version), while choosing their most suitable business model: freemium, subscription rental…

3. Pricing

In the past, the prohibitive cost of scaling has made it difficult for cloud gaming providers to offer their service at a low price, while keeping a profit margin at the same time.
In this context, PlayGiga has built a HW agnostic platform which makes it future-proof, reducing costs and making it scalable, based not only on user numbers but also in game typologies.

PlayGiga´s technology allows for different server configurations on the same deployment in order to optimize operating costs by 50%. The CapEX + Opex per month of delivering the service is low enough so game publishers or developers can offer the service at a very competitive price and still make a healthy margin.

4. One format-fits-them-all

Videogames are difficult and expensive to develop because of the different hardware combinations. With game streaming, however, developers only have to work with a predefined hardware combination. Publishers can run games as a service, just as movies or music, and escape hardware limitations, and users will be able to play AAA games in a low specs laptop or any other internet-connected device.

5. New games

How big can an open world be if 30 high-end graphic cards are rendering the game?
Developers will soon figure out new games that take advantage of the cloud gaming architecture in order to deliver experiences that can´t be achieved by the existing technology.

6. Gamer behaviour insights

The fact that the gamer is always connected, and the cloud gaming platform “knows” in real time what he/she is doing, provides priceless metrics to improve the games user experience.

Top-tier publishers like Sony, Microsoft, Electronic Arts or Ubisoft have already expressed their support to cloud gaming. In 2018, many others will follow.

If you want to know more on how we can implement a white label streaming service for you, please contact us in: