Cloud gaming

This video on cloud gaming looks at the business model of SaaS applied to games and shows further the power of cloud computing.


It also shows for countries outside of the US how important getting fast connections to data centers will be. Already this is true for stock trading platforms where a few milliseconds can provide a trading advantage.

An interesting data point in the video is 80 milliseconds is the maximum response time required for an application to ‘feel local’. Also that it’s tough to fight physics – so you need to be within a 1000 miles of a server farm.

There is a worrying implication here that if you live in a zone where it is uneconomic to have a close (within a 1000 miles) server farm you will increasingly be on the wrong side of a digital divide. Some technology based opportunities simply will not be available to you.

Anyway, I think this is as an important video for SaaS. What do you think?


December 31, 2009 at 11:32 pm

Fascinating video. I’d never heard of OnLive before. This is a very disruptive technology for a market that has such high barriers to entry.

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Steven Quick
January 3, 2010 at 11:21 pm

Response Time: “The time between the player using the controller, and the results appearing on the screen.”

Given there is often 50ms of input lag between your OS and an LCD alone before you take into any decoding or networking/connection effect I’d pretty dubious about the viability for “real” gaming (FPS, RTS, Raching, Fighters)

Sounds great for casual slow paced games though.

Peter J Cooper
January 7, 2010 at 5:34 pm

Awesome Rod, thanks for sharing. Having a background in high speed financial trading technology I was across the nuances there but these new implications are substantial – way beyond gaming into mass media/cable/TV etc. Time to get more data centres into NZ and Oz! BTW good to talk at tech23, sorry I got dragged away with Ric.

Cheers, Pete.

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