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Businesses Games

Amazon is Working on Game Streaming Service, Report Says (geekwire.com) 57

Amazon is looking to get into game streaming, joining its tech titan contemporaries Microsoft and Google, according to a report from The Information. From a report: Amazon is reportedly developing its own game streaming service, and it is talking to publishers about distributing games on its platform. Citing "two people briefed on the plans," The Information reports that the service likely won't launch until next year at the earliest.
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Amazon is Working on Game Streaming Service, Report Says

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  • I am worried that Amazon seems to be accelerating efforts to sell its own services.
    • They can try all they want, this will not change the download speed of my ISP account nor my monthly quota.

  • Not a problem I have, but don't most Americas only have slow, capped broadband connection
    Cause you need the opposite for this.


    Also, nothing mention on a way to lower input lag. Without a lower one, you wont be able to play a lot of games.
    • Re: (Score:3, Interesting)

      by HornWumpus ( 783565 )

      Input lag is only half the problem. Round trip lag is the problem you are looking for.

      All multiplayer games have 'round trips'. But a game state packet is always going to be much faster than frames of 1080 video. Good luck convincing the worlds admins that streaming video game frames deserve to be treated as ping critical.

  • by Kunedog ( 1033226 ) on Thursday January 10, 2019 @06:49PM (#57940786)
    This is how I always explain streamed games to people who can't immediately see the horrible problems with it:

    Imagine if the old Ubisoft always-on DRM were an inherent, unremoveable aspect of the game system rather than just something tacked on to a few individual games after the fact, such that Ubisoft couldn't even begrudgingly neuter it in a patch. Well, a streamed game is even worse than that would be.

    The game doesn't even run locally. All you get is streaming video/audio and all the lag you'd expect (including controller lag), which is a recipe for disaster in North America. And any interruption in the connection that lasts more than a few tenths of a second is going to be behave like the equivalent of a "freeze" or "hang" that you'd NEVER tolerate in a properly local-hosted game. Not even the most twitchy DRM existing today has that problem.

    Some people consider IPS monitors unsuitable for games requiring fast reflexes (i.e. FPSes) due to their double-digit response times. Internet latency is often worse and certainly more unpredictable than LCD monitor response time, and with streamed games it applies to audio and keyboard/controller/etc input too.

    Then there are the bandwidth requirements.

    Let's say you're lucky enough to have a 100mb/s connection. Why would you want to use it to transfer your game's video instead of, uh, a DVI cable, which is capable of 4 Gb/s? The people who developed DVI apparently understood that that 1920 x 1200 pixels w/ 24 bits/pixels @ 60Hz results in bandwidth well over 3 Gb/s. The people who developed streamed games seem very, very confused (at best).

    Those of us who know anything about bandwidth and compression and (especially) latency can see the enormous technical obstacles facing a service like this, and startups like Onlive never did anything to explain how they intended to solve them. Instead, they did everything they could to lock out independent reviewers with NDAs and closed demonstrations. A friend of mine described it as the gaming equivalent of the perpetual motion scam, and IMO that's spot on (except that a streamed game service would still have the draconian DRM issues even if it worked perfectly).

    Streamed games appear designed from the ground up to benefit the game publishers and fuck the customers, exactly what you'd expect from any DRM system.

    P.S. Remember when Microsoft intended 24-hour XBox One check-ins, and gamers rejected that? How the fuck are mandatory check ins going to fly when measured in milliseconds?
  • Amazon already offers Amazon AppStream [amazon.com] so this is a natural development. It uses NICE DVE protocol. [nice-software.com]

    They also have had a similar service for displaying Adobe Flash content on Fire tablets which looks and feels remarkably like AppStream.

    Similar technology is used in the Amazon WorkSpaces virtual desktop service but that one uses the Teradici PCoIP protocol. I've used to display both Adobe Flash and YouTube content with virtually no latency.

    The GPU-equipped instances render graphics on the server and send th

  • as long as it won't turn into the same exclusivity story as we see happening now with video streaming.
    games from publisher x only available on game streaming service y and games from a only available on b.

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