Game streaming’s multi-industry melee is about to begin

TechCrunch | 3/26/2019 | Staff
tictac399 (Posted by) Level 3
Click For Photo: https://techcrunch.com/wp-content/uploads/2019/03/game-streaming-sm.png?w=753

Almost exactly 10 years ago, I was at GDC participating in a demo of a service I didn’t think could exist: OnLive. The company had promised high-definition, low-latency streaming of games at a time when real broadband was uncommon, mobile gaming was still defined by Bejeweled (though Angry Birds was about to change that), and Netflix was still mainly in the DVD-shipping business.

Although the demo went well, the failure of OnLive and its immediate successors to gain any kind of traction or launch beyond a few select markets indicated that while it may be in the future of gaming, streaming wasn’t in its present.

Future - Bandwidth - Speeds - Games - Things

Well, now it’s the future. Bandwidth is plentiful, speeds are rising, games are shifting from things you buy to services you subscribe to, and millions prefer to pay a flat fee per month rather than worry about buying individual movies, shows, tracks, or even cheeses.

Consequently, as of this week — specifically as of Google’s announcement of Stadia on Tuesday...
(Excerpt) Read more at: TechCrunch
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