At the beginning of the twenty-first century,
some services appeared that provided the idea of cloud play,
but they were limited, providing services over Wi-Fi networks only.
Then, after a decade or so,
OnLive and Gikai service appeared,
which are considered to be among the first to offer truly cloud games,
but the spread of the service was limited, and later Sony bought the first patents and bought the second company in full.
Both have become a building block in the PlayStationNow service,
which launched in 2014 and has a million subscribers to date.
When you look at the idea of cloud play, it’s very beautiful.
It obviates the need to purchase a new game console every five years or buy a new graphics card,
and all you have to do is pay a subscription to get an endless library of games.
Similar to Netflix,
you can play from anywhere and on any device, and pause whenever you want.
And completion at any time, all you need is a fast connection to the Internet, and given the global development in internet speeds,
it may be a matter of time, no more
but the issue is more complicated than that.
Cloud play differs from watching the video via YouTube and Netflix,
as these first two require the user only to choose the clip and start watching it,
which is a limited interaction from one party,
but if you notice, sometimes the video needs a few seconds in order to start,
which is during this period It tries to contact the provider to read the data and start displaying it.
You may be able to forgive the late video playback for a second or two,
but the scenario is very different in the world of cloud games.
I don’t think anyone knows the classic Super Mario game, as you move left to right and jump here and there in order to get past the pits or to kill the enemies.
Now imagine with me that you are playing it through one of the cloud services,
and when you press the jump button,
Mario will not jump directly,
but he will delay in jumping a second or two.
Why? Because the matter must or go to the provider who runs the game and process it and then display it on the screen,
and all these things are governed by many factors.
If you are a player or live in the midst of people playing online,
then surely you have heard of the term “Ping” which is used to interpret the speed of communication with the game provider.
The number represented by Ping reflects the amount of time in milliseconds in order to send the signal to the provider and return,
and the less time the performance and response become better,
this is also governed by many things, some of which are at your disposals such as the use of a wired connection,
and a fast internet connection.
The factors that fall outside your disposal is the infrastructure of your internet company, and after the game provider for you,
which is an important factor,
and therefore you see that some of the famous games, especially Fortnite,
have launched servers in the Middle East in order for players here to have a better gaming experience.
The presence of close servers improves performance delays.
Weeks ago, Google launched Stadia,
its cloud game service, but the opinions of people who tried it was very different between a fan and a critic,
but most of the comparisons focused on the delay in performance. In cloud games,
you play the game on a remote provider and what you receive is a video like YouTube,
but the difference here is that you need to interact with this video every time and there will overlap the factors that we talked about to govern your experience,
but the most important factor for these services is the availability of local providers to ensure The fastest communication between you and the provider.
Most reviews indicate that the service is still in the beginning and is not fully ready,
nor is it currently suitable for those who play competitive games such as FIFA or Fortuner and Call of Duty,
so any delay in these games means the difference between profit and loss, and adding more delay through the use of Stadia Or other cloud play services is not a pull right now.
Microsoft is also preparing to launch its cloud games service,
but it seems that all these companies want to be in the market in order to be present,
as gaming devices are still prevalent in the market as they provide the best experience,
but the companies ’presence early means that their opportunity is greater while the market reaches maturity and becomes People are ready to give up gaming devices in their homes and move to the cloud
Until that time I will continue to play Super Mario on my home device.