What cloud gaming is, and why it’s not the future of esports

What cloud gaming is, and why it’s not the future of esports

There is little doubt that cloud will amplify access to AAA gameplay and boost the total number of gamers around the globe significantly. In many ways, we can think about cloud game streaming as the democratisation of video games. No longer do you need an expensive PC, or even a console such as the Sony PlayStation, to play the grandest of games. Instead, a powerful PC somewhere else runs the game, and you stream the vision to your own device - it’s kind of like having your CPU in another location.

Obvious benefit to casual gaming segments aside, a common thread of commentary amongst industry observers is that cloud gaming, the likes of Google Stadia, is also the future of esports. Contrary to that commentary, the truth is that cloud gaming has no direct application to the landscape of competitive play.

Before I get into the explanation of why that’s the case, here’s an analogy to set the scene: a Formula 1 team decides to introduce a new steering wheel. This steering wheel turns the car left and right just like everyone else’s, but it does so with a slight delay. Instead of moving the wheel and the car responding immediately, it happens after the point that drivers want it to. It's not a predictable point, either - it varies. When they’re travelling at hundreds of kilometres per hour, against people with razor sharp reflexes, this becomes an extreme handicap.

When you are playing Counter-Strike (or Fortnite), and you tap a button, that tap is processed in less than 1ms (if we assume a 1000Hz USB polling rate), and with all other hardware input lag variables considered, it appears on your screen within about 15-30 milliseconds. We can call this the 'button-to-pixel' delay. The same can be said about turning a Logitech racing wheel in your favourite racing sim, such as iRacing (or Gran Turismo).

If you are playing these games via a cloud service, your physical input is no longer just a local process. Instead, your input is first sent to a remote server. Before you see your input reflected on your screen, it needs to be processed remotely and returned via video stream. If this method of computing applied to desktop use, imagine moving your mouse now yet seeing the cursor position on your screen move a moment later, instead of immediately.

That additional latency is added atop the existing 15-30 millisecond button-to-pixel delay experienced on a local machine. The entire round-trip for this process, from local input, to remote rendering, and then seeing your input back on your screen, results in a delay of 60-120 milliseconds.

That puts you at a ~4x disadvantage in excellent-case scenarios, when the cloud server you are connecting to is close, yet often a far greater disadvantage than that. Furthermore, that degree of latency is visually obvious. While processing inputs on a local machine looks and feels instant, there is now the discernible sensation of delay when using a cloud service.

That delay is the difference between winning and losing. The difference between hitting the perfect apex of a corner, or careering into a wall. It is the difference between shooting first, or dying first. Restrained by the laws of physics, perhaps with the exception of mastering quantum entanglement, there isn't a scenario that exists where sending data to be processed remotely and then receiving the results locally can be as fast as simply processing locally.

While these minor delays between pressing a button and seeing a result is not a deal breaker for single player experiences on a screen, it is a deal breaker for single player experience in virtual reality where such delays are nausea inducing. In esports, these delays are unavoidably a competitive disadvantage.

When considering the detrimental implications of cloud gaming for esports, it’s critical prerequisite to appreciate that it is an individual's ability to react faster is a large part of what separates the elite from everyone else. Competitive gamers spend an untold number of hours and large sums of money on latency optimisation and response time improvements - everywhere from their network configuration to their choice of monitor. In a game of inches, everything about what you use to play the game matters. Just like in F1, it doesn’t matter how good a driver you are if you’re in the worst car.

Christopher Main

Founder, Educator, Senior Technical Game Designer | Unreal Engine Generalist | 2x Epic MegaGrant Recipient

5 年

As a random note this assumes all future esports will require lightning reflexes. In time I believe game design will focus less on reflexes and more on strategy + execution. One growing pain point right now is player burn out/churn rate and quite frankly injuries (carpel tunnel). Both from a career and viewership point of view players need to have a reliable 10-20 year life span in the scene. Players need more time off the computer to help with burn out/carpel tunnel. Requiring lightning reflexes leans towards constant training and engraining habitual behavior in different circumstances. Viewers love seeing players grow over time and start following their favorites. This creates communities around those players. When players leave the scene, the viewers may leave with them. When games are less dependent on reflexes there is more leeway on latency (but I am still very skeptical of Stadia working as needed for players in multiplayer games)

Jon Singleton

Transformation Specialist, Public Sector

5 年

Agreed, however, there is a way to improve the overall experience today. Competitive sim-drivers in Australia, Japan and US have a horrendous time with several of the major streaming services. There is a way to improve the quality. Its partly local, partly regional but inherently its a network problem. 5G is coming and Edge Computing is coming back too. Within 50kms of one of our POP's and a decent home network you can get sub 15ms and between POP's we can get 115ms to Japan from Sydney, 47ms to Singapore and 150ms to the US. Its all about network performance, distance, latency and capacity. At the gamer level, depending on distance and network quality (take the test online) will dictate what they need to play the game at a pro, semi-pro, amateur, rookie level. For SIM Racing it might mean a gaming PC, Gaming PCaaS (VDI), Raspberry Pi, NUC, XBOX1 or PS4. Developers/Publishers don't understand Cloud Computing or Networks and in F1, you can still win a race with a problem, remember Ayrton Senna in 1991, he won the Brazillian GP stuck in 6th gear.?

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