History of video games/Cloud
Early Technology
[edit | edit source]During the 1970's games were streamed from Mainframes to terminals at a number of institutions.[1][2]
Dawn of cloud gaming
[edit | edit source]G-Cluster demonstrated a cloud game streaming setup at E3 2000 which streamed PC titles to specialized rental G-Cluster mobile devices over Wi-Fi[3][4] There were plans to launch the service in the Helsinki airport in August 2001, and in American airports by 2002.[4]
Onlive would manage a public launch of a game streaming service in 2010.[3][5]
Cloud gaming matures
[edit | edit source]Cloud enhanced gaming became widespread in the 2010's and 2020 for a number of reasons. Cloud Saving can be used to automatically back up save data from a console.[6] Cloud gaming can be used to get games to play on hardware that they are prevented from running games locally due to developer disputes.[7]
Early attempts
[edit | edit source]- Vidéoway - Montreal, Canada and Dayton, Ohio only.
- Taito WOWOW - Canceled Japanese satellite streaming service and device.
Modern Cloud Gaming Platforms
[edit | edit source]- AirConsole
- Xbox Game Pass cloud gaming
- Google Stadia
- PlayStation Now
- Gaikai
- OnLive
- Luna
- GeForce Now
- Shinra Technologies
References
[edit | edit source]- ↑ "The BG News October 3, 1973". BG News (Student Newspaper). 3 October 1973. Retrieved 12 November 2020.
- ↑ "The Forgotten History of 'The Oregon Trail,' As Told By Its Creators". Retrieved 25 November 2020.
- ↑ a b "The past and future of cloud gaming: Will it ever work?". Gamecrate. Retrieved 25 November 2020.
- ↑ a b "G-cluster's G-screen Tackles Wireless Gaming". Retrieved 25 November 2020.
- ↑ "OnLive lost: how the paradise of streaming games was undone by one man's ego". Retrieved 25 November 2020.
- ↑ "Save Data Cloud Backup – Nintendo Switch™ Online". www.nintendo.com. Retrieved 5 November 2020.
- ↑ "Fortnite set to return to iPhones via Nvidia cloud gaming service". BBC News. 5 November 2020. Retrieved 5 November 2020.