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Google gets into game streaming with Project Stream

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Re: Google gets into game streaming with Project Stream

#42
post #35

How is this different from https://www.nvidia.com/en-us/geforce/products/geforce-now/ or http://onlive.com/ ?

> OnLive is in the process of liquidating its remaining assets it is not on liquidating (at least not yet)

The company may be liquidating but the service looks identical.

Re: Google gets into game streaming with Project Stream

#43
post #9

Have you checked out my company https://parsecgaming.com ? We offer this but also the ability to connect to your own computer and invite your friends to connect to your computer too.

I think you're being down-voted because the comment is kind of advertise-y (maybe that'll be different in an hour). Since it is your company, do you have any insight into potential challenges that the average reader wouldn't consider? I understand that a benefit to "game streaming" is that a game originally not networked (like splitscreen only) can be played by multiple people over a streamed connection.

Hey. I have a lot to say :), and I provided a lot of thoughts to this FastCompany article about the industry - https://www.fastcompany.com/90225352/microsoft-is-the-right-.... Generally, as we have seen media wants to be streamed. And in this case, streaming is a great solution for distributing content and unlocking games from the hardware they've been walled off in. That being said, streaming video games is a very different proposition technically and financially. People have been asking for the Netflix of gaming for a long time, and companies really want to build it because it puts them at the center of an entertainment industry that is growing extremely fast and grabbing more attention every year. The US Bureau of Labor Statistics now says that the average American's day includes 60% more time playing video games than it did in 2011, and people who do play games play for 2.4 hours each day. Most of the technical challenges with this have been worked out.

Streaming video at 60 FPS or greater and at 4K is possible. We do it all day at Parsec, but the economic challenges are real due to the requirement that you need to render video in real-time. Rendering in real-time requires each user to have access to a GPU or 1/2 of a cloud GPU until newer technologies allowing for true virtualization appear on the market. Cloud GPUs are generally very expensive to operate, and as many of us know, the cloud providers charge a lot to use them for gaming and/or ML. Companies with scale can lease them at lower rates and have lower energy costs lowering the overall cost to serve, but they are still very expensive to operate. Even if you get the rates down to $0.15 per hour, you're still looking at overall hardware costs at $10 per month. Your subscription price will have to cover the hardware and the content license. The content itself is very expensive to license as well because we consume games very differently from the way we consume TV and media. When people binge on Netflix, they're binging on many shows or many movies. When people binge on games, they're playing 1 game for 100s of hours. You can see this in the Steam Spy data. The median Steam customer only buys 1-2 games each year - https://galyonk.in/steam-in-2017-129c0e6be260. Many cloud gaming companies and game companies are aiming to increase the market for AAA games via streaming from the cloud. They're trying to reach the latent gamers who don't play games any more. In our opinion, that's a lot less exciting than delivering something valuable to current consumers of games. Consumers don't switch to a new distribution technology because it's a cool technology. They switch when it gives them something unique that they couldn't get before the technology existed.

This is why, at Parsec (https://parsecgaming.com), we're focused on delivering unique experiences around games via streaming technology. We make it so you can find other people around you and invite friends to play local co-op games with you online. We're recreating the couch gaming experience we love and making it available online. This experience brings a new element to gaming that gamers today benefit from and enjoy.

Re: Google gets into game streaming with Project Stream

#45
Really feel sad about recent prevailing sentiment across HN. Some comments seem to suggest Google needs to provide the following for this kind of "tech test":

* Available for all browsers and comply all web standards.

* Available for all languages across all regions, with accessibility features.

* Promise not to "launch and shutdown in a few years".

* Imply a real future product.

But I'm guessing what Google wants to do is to just prove if "game streaming" is technically / financially viable for mass crowds based on their technology in hand. If not, maybe shelf and wait for a couple of years without dumping a lot of resources and drawing bad sentiment.

What requirements are you thinking which should be applied to such a "tech test"?

Re: Google gets into game streaming with Project Stream

#47
post #23

Oh good, the company that constantly bails on it's ventures is starting a new one in a space that is far from being realized still. Seriously, if what's the goal? Being a supporting network for gaming infrastructure?

Google's promotion and incentive structure is built around launching products. This will launch, putter along for a couple of years and then get shuttered unless it's a surprise success.

One of the services I really liked is Google’s url shortening. I wonder why they discontinued it?

Re: Google gets into game streaming with Project Stream

#48
The biggest bottle-neck to any game streaming service is latency and I've some major doubts that they're going to be able to resolve it unless the client is located really close-by to servers. I messed around with Steam InHome Streaming, Xbox Streaming and PS RmotePly a bunch from work where we have the same ISP as I do at home. The speed between the two is around 6-700mbit and yet the added latency can still be felt and I don't live very far from work.

From my own experience the extra delay can be tolerable in a few game genres, especially on console-optimised games where, to my knowledge, developers optimise controls for higher latency due to a possibility of a slower tv. Obviously PC FPSes and the like suffer the worst. It does work really well on the same LAN, though: I decided to use a tiny SteamLink for my living room gaming needs instead of messing around with long HDMI cables and the added fiddliness of having to directly use the desktop launch games.

I wouldn't really sign up and pay for a service operated by Google, tho.

By the way, while a future affordable game streaming service that works well might lower the bar of entry to the hobby, I have a serious fear of such a thing enabling the worst parts of the video game industry to take over. The software-as-a-service model and renouncing the last vestiges of actually owning a copy of a game seems like a terribly tempting way to turn the entire industry off of actual creativity and onto even more "whale-chasing".

Re: Google gets into game streaming with Project Stream

#49

I've used various game streaming services and have found parsec[0] to be the best in this domain. Their service prioritizes latency above all else and it performs well though there's alot of artifacts. It runs on top of amazon services so server placement is a non issue. [0]: https://parsecgaming.com/

Thanks :). Really appreciate your support.

Re: Google gets into game streaming with Project Stream

#50
post #2

I hate that Google can pour money from its infinite ad revenue into other things and beat out competitors by virtue of being able to sustainably run unsustainable (for others) businesses. EDIT: For people who are interested in this, I would recommend studying the history of AT&T, especially the 1956 consent decree.

When has Google succeeded in doing this? To me, it seems like Google burns a lot of money on a project just to deprecate it a few years later.
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