lucidium said:
Any company can rent cloud services from one of the many available, hell you can even rent azure yourself. Youre overcomplicating it in your head, all thats needed is a server and client communication stack, the rest is up to the developers to implament in their own engines. |
So what you are saying is thats all a company has to do is rent thousands of servers around the world to simulate what would be required to support a game with this tech. In order to have quality of service for anyone playing your cloud based game, you would need servers everywhere you sell your game. Hmmm sounds expensive to me.
Also what you are saying that you only need is a client server setup and thats it. You do not need a development platform that makes it easy for a developer to have a multi-thread hosted instance where sending multiple streams of data from individual clients machines, replicate those streams or split the data so that you can use mutliple servers to process the data, sync that data to the multiple client machines and send the completed stream back to the client. So such a setup is something game developers can spin up or any company can just spin up in months if they decide to go down this route.
I believe you are underestimating the work and investment needed to setup such an infrastructure. MS already spent 3 years doing it and they still not totally ready to go to market. Not sure why you believe this is something that can be done in a shorter time frame.








