Gaming

Examining the Effect of the Cloud on the Gaming Industry

The growth of cloud services is radically altering the gaming industry, while its side effects are rippling through the real world. Let's examine the effects of the cloud on the gaming industry and its impact on gamers, sports and technology as a whole. We'll also address the factors that drive game developers to make these shifts to their business model and the benefits of making these changes.

The Shift to Subscription Only Services

The traditional model of selling computer games was selling a cartridge or DVD from which someone installed the game. World of Warcraft became incredibly profitable by offering an immersive, interactive experience for around $20 a month, every month for years. Minecraft offers subscription based versions and server rentals for those who want to run their own, custom Minecraft worlds. Contrarily to Roblox, for instance. In this case, they make money off both subscriptions and renting virtual servers. After being bought by Microsoft in 2014, the company also started selling games for the Xbox, a rare example of a cloud based game becoming a hybrid product available both via the cloud and the traditional installation disk. If you want a complete rundown of what separates Minecraft from its closer competitor, visit this page.

HyperX Launches 'Cloud' Gaming Headset

Grazed from BusinessWire. Author: PR Announcement.

HyperX®, a division of Kingston Technology Company, Inc., the independent world leader in memory products, today announced the release of the HyperX Cloud gaming headset. HyperX Cloud features extremely comfortable ear cushions and larger audio drivers to give gamers ultimate comfort and superior sound during long game play sessions.

HyperX Cloud uses memory foam ear cushions and a soft, leather-padded headband with custom stitching for enhanced comfort and style. The over-the-ear, closed-cup design helps block out ambient noise for a more immersive game experience. Interchangeable velour ear cushions allow gamers to hear their surroundings while also delivering dialogue and every explosion and gunfire in clear, high-fidelity audio from the large 53mm drivers. HyperX Cloud also features a detachable microphone and is made of aluminum for durability...

Cloud computing becoming a competitive advantage in the world of gaming

Grazed from GigaOM. Author: David Linthicum.

According to Inquisitr.com, Just Add Water CEO Stewart Gilray says the PS4 GPU will always win over the Xbox. “The PS4 has more COMPUTE units, and faster memory and a whole bunch of things, that would make that [Xbox One / PS4 parity] physically impossible to happen.”

“But Microsoft has been showing off the Xbox One cloud computing capabilities. Both systems have pretty much the same processor, although the Xbox One CPU is clocked slightly faster, but in physics and AI heavy situations, cloud computing is claimed to make a huge difference. The cloud computing function provided by Microsoft’s Azure server is already being used in Titanfall, but a new demo shows off how physics calculations can be offloaded.”...

Read more from the source @ http://research.gigaom.com/2014/04/cloud-computing-becoming-a-competitive-advantage-in-the-world-of-gaming/

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Nvidia Introduces Cloud-Based Lighting Tech with CloudLight

Grazed from GamingBolt. Author: Editorial Staff.

For all the talk we’ve heard about Cloud computing and how consoles like the Xbox One and PlayStation 4 tout the power of the Cloud and how it will improve the games we’ve played, we’ve yet to see many examples of this. Until now, as Nvidia has showcased CloudLight, a cheap way for developers to be able to imbue their games with real-time lighting using the power of the Cloud.

Nvidia explains just how CloudLight works, stating that it is “a system for computing indirect lighting in the Cloud to support real-time rendering for interactive 3D applications on a user’s local device. CloudLight maps the traditional graphics pipeline onto a distributed system. That differs from a single-machine renderer in three fundamental ways...

The Future of Cloud Computing in Gaming

Grazed from WebProNews. Author: Mike Tuttle.

Cloud computing is a disruptive force in the business of gaming. Not only is it revolutionizing how gamers purchase and play games, but redefining how developers and publishers run their businesses. The gaming community disagrees over what cloud can mean for the future of their industry, but nearly all agree it is becoming increasingly important.

In a newly published whitepaper by Video Games Intelligence, Chris Petrovic, former head of Gamestop, says, “One of the challenges facing our industry is to settle on a definition of ‘cloud’– and then what it means for particular businesses.”...

Xbox One To Bury Deep In The Cloud

Grazed from CloudTweaks.  Author: John Omwamba.

In what seems like a complete departure from Xbox 360, the next generation Xbox One that is coming November 2013 will live most of its lifespan in the gaming realm of the cloud. According to Microsoft, the switch to more digital content is likely to change user agreements and accessibility options, but then, the transition increases the association of developers between products, all in the cloud. The company has it that the new release will be like having a console at home and an extra Central Processing Unit in the cloud. The latter will perform all computing work for the sit-at-home gamer, and in particular games, it will be possible to leave bots playing for one while off the net.

The Implications of the Switch To Digital

One of the implications of selecting cloud servers as the lifeline of Xbox One gaming console is the fact that it comes with a rout of preconditions. The first is the fact that, for perpetuity reasons, gamers must check onto the web every twenty-four hours. The recommendation, however, is to prefer the web-based engagement all the time, where players can match-make and link with others...

Forza Motorsport 5 is driven by the cloud

Grazed from Polygon. Author: Samit Sarkar.

Forza Motorsport 5's developers at Turn 10 Studios are bringing the power of cloud computing to bear in an attempt to deliver a personalized racing title that tailors your experience to the way you play and carries it forth even when you're not playing.

The cornerstone of Forza 5's cloud functionality is a feature called Drivatar (pronounced DRIVE-uh-tar), which the studio showed off during Microsoft's E3 press briefing yesterday. Drivatar actually debuted in the original Forza Motorsport in 2005, but according to Bill Giese, design director of Forza 5, Turn 10 didn't have the technology to realize its vision for the feature until the Xbox One...

Tips on Using the Cloud for Mobile, Social, and Games

Grazed from RightScale.  Author: Lee Schlesinger.

"IaaS is the most appropriate infrastructure solution for social games, web-based games, mobile applications — any applications or products that can have a short lifespan — because you don't need to worry about the upfront infrastructure costs of hosting applications or back-end infrastructure. You're able to use what's appropriate for you at the time, iterate quickly, and if your game isn't a success, you can easily scrap what's been done."

So says Ronnie Regev, an enterprise product manager at RightScale. Before he joined RightScale, Regev spent nine years at Ubisoft, where he was senior manager of online game operations and architecture at the prominent gaming company. He shared some of the lessons he learned about using the cloud for mobile, social, and games at the recent RightScale Compute conference...

Xbox One to use Azure-based cloud computing to quadruple performance

Grazed from Expert Review. Author: Gareth Halfacree.

Microsoft has promised that it will add cloud computing capabilities equivalent to three Xbox One systems for every single console sold, allowing developers to tap into remote servers and create more complex games. The Xbox One is built around a semi-custom AMD accelerated processing unit (APU,) a chip that combines graphics and general-purpose processing units. Using a different instruction set architecture - x86, the same as a standard desktop or laptop machine - than the PowerPC-based Xbox 360, it's difficult to directly compare the relative performance of the two systems, with Microsoft stating the Xbox One will be roughly ten times as powerful as the Xbox 360.

Speaking to Official Xbox Magazine, Microsoft's Jeff Henshaw has also suggested that each Xbox One console can tap into three times its local power by using an arm of Microsoft's Azure cloud computing platform - creating a device potentially 40 times as powerful as its predecessor...

Cloud Computing 2.0 Benefits for Gaming to Be Presented at Game Developers Conference

Grazed from ProfitBricks. Author: PR Announcement.

ProfitBricks, the infrastructure-as-a-service (IaaS) company that completely reengineered the delivery of cloud computing, today announced that Pete Johnson, senior director of platform evangelism at ProfitBricks, will present at the Game Developers Conference (GDC) on March 27 at 5 p.m. Johnson will discuss how ProfitBricks' Cloud Computing 2.0 solution empowers gaming companies to implement lower-cost, higher performing back-end infrastructures.

During "Matching Your Costs to Your DAU: Thin Client Back-End Infrastructure Made Easy," Johnson will reveal how gaming companies no longer have to take on horizontal scaling, which is often more programmatically intense or a waste of resources. ProfitBricks offers per minute billing and live, vertical scaling without requiring a reboot, allowing users to add more CPU and RAM to existing virtual machines as DAU rises and remove them when no longer needed...