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> 60-70% of global cloud gaming services Their point is that cloud gaming is likely way less than 1%, maybe even 0.01% of any gaming activity. The cloud gamin
by judge2020 4y ago
> 60-70% of global cloud gaming services
Their point is that cloud gaming is likely way less than 1%, maybe even 0.01% of any gaming activity. The cloud gaming experience still isn't 100% there in terms of latency, so it only makes sense to play single player games, and then most people who have an xbox just use their existing hardware rather than pay Microsoft to play it remotely.
- PaulHoule 4y agoBig software companies consciously abuse the word "cloud" to describe conventional software sold by subscription (most of Adobe's Creative "Cloud".) What Microsoft is dominating is the market for game subscription services and they, as part of the industry, are not clearly articulating what it is, partly to ride along with the bullshit (When VR and AR got replaced with XR I'm sure that Dilbert's boss was asking "What's our XR strategy?")
- RajT88 4y ago"Cloud" commonly is used to mean, "Somewhere, not here" in terms of where the thing is running or is stored. It's also typically used by the lazy or non-technical.
- deelowe 4y agoIn this case cloud gaming is all of game pass, not just streaming.
- logistark 4y agoIn this case is clearly stated if you read the report as xCloud, not Gamepass. Even they metion about the latency, and metion as competetitors Nvidia Geforce Now and Playstation Now
- piva00 4y agoCloud gaming = paying a subscription for access to play games, Blizzard's Battle.net, Microsoft's Game Pass and Xbox Online subscriptions, etc. It's not streaming gaming.