Early Technology
During the 1970's games were streamed from Mainframes to terminals at a number of institutions.[1][2]
Dawn of cloud gaming
G-Cluster demonstrated a cloud game streaming setup at E3 2000 which streamed PC titles to specialized rental G-Cluster mobile devices over Wi-Fi[3][4] There were plans to launch the service in the Helsinki airport in August 2001, and in American airports by 2002.[4]
Onlive would manage a public launch of a game streaming service in 2010.[3][5]
Cloud gaming matures
Cloud enhanced gaming became widespread in the 2010's and 2020 for a number of reasons. Cloud Saving can be used to automatically back up save data from a console.[6] Cloud gaming can be used to get games to play on hardware that they are prevented from running games locally due to developer disputes.[7]
Early attempts
- Vidéoway - Montreal, Canada and Dayton, Ohio only.
- Taito WOWOW - Canceled
Modern Cloud Gaming Platforms
References
- ↑ "The BG News October 3, 1973". 3 October 1973. https://scholarworks.bgsu.edu/bg-news/2880. Retrieved 12 November 2020.
- ↑ "The Forgotten History of 'The Oregon Trail,' As Told By Its Creators". https://www.vice.com/en/article/qkx8vw/the-forgotten-history-of-the-oregon-trail-as-told-by-its-creators.
- 1 2 "The past and future of cloud gaming: Will it ever work?" (in en). https://gamecrate.com/past-and-future-cloud-gaming-will-it-ever-work/21044.
- 1 2 "G-cluster’s G-screen Tackles Wireless Gaming". https://www.gamasutra.com/view/news/91521/Gcluster8217s_Gscreen_Tackles_Wireless_Gaming.php.
- ↑ "OnLive lost: how the paradise of streaming games was undone by one man's ego". https://www.theverge.com/2012/8/28/3274739/onlive-report.
- ↑ "Save Data Cloud Backup – Nintendo Switch™ Online". https://www.nintendo.com/switch/online-service/save-data-cloud/. Retrieved 5 November 2020.
- ↑ "Fortnite set to return to iPhones via Nvidia cloud gaming service". 5 November 2020. https://www.bbc.co.uk/news/technology-54825891. Retrieved 5 November 2020.