History of Cloud gaming in Timeline

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By Popular Timelines Editorial Team  · Updated:
Cloud gaming

Cloud gaming allows users to play video games remotely without needing to download or install them locally. The games are run on servers, and the video and audio are streamed to the user's device. This approach contrasts with traditional gaming, where games are run directly on the user's console, PC, or mobile device, requiring local processing power and storage.

2000: G-cluster product introduction

In 2000, startup G-cluster (Game Cluster) demonstrated its cloud gaming technology for the first time at the E3. This marked the initial unveiling of their product to the public.

2003: G-cluster release

In 2003, G-cluster officially released its cloud gaming product to the market, marking a significant milestone in the company's history and the broader cloud gaming landscape.

2003: Infinium Labs announces the Phantom console

In early 2003, Infinium Labs announced the Phantom video game console, designed to deliver on-demand video games via online subscription, aiming to revolutionize home entertainment.

2004: Phantom prototype presentation at E3 and QuakeCon

In 2004, the Phantom console prototype was showcased at E3 running Unreal Tournament 2004, and at QuakeCon demonstrating Quake 3 Arena on a dedicated server.

2005: G-cluster's initial business model

Around 2005, G-cluster's initial business model involved providing PC games that ran on their servers through partnerships with video-on-demand service providers, set-top box manufacturers, and middleware software providers, ultimately offering the games to end users via portals.

2005: Crytek's cloud gaming research begins

In 2005, video game developer Crytek initiated research on a cloud gaming system specifically for Crysis, exploring the potential of cloud-based gaming technology.

2007: Crytek halts cloud gaming development

In 2007, Crytek suspended its cloud gaming development due to limitations in infrastructure and high bandwidth costs, opting to wait for improvements in these areas.

2008: Infinium Labs bankruptcy

In 2008, after years of setbacks, Infinium Labs declared bankruptcy, and the Phantom console was never officially released, becoming a notable example of vaporware.

March 2009: OnLive revealed at Game Developers Conference

In March 2009, Steve Perlman unveiled OnLive at the Game Developers Conference, highlighting advancements in data and video compression that made cloud gaming viable.

June 2010: OnLive official launch

In June 2010, OnLive was officially launched along with the sale of its OnLive microconsole, marking its entry into the cloud gaming market.

2010: G-cluster business model change and SFR launch

In 2010, G-cluster shifted its business model to work through a server manufacturer, targeting Internet Protocol television (IPTV) users. Also in 2010, French telco SFR launched G-cluster gaming service for its end users.

2010: Gaikai announced by David Perry

In 2010, Gaikai, another startup in the cloud gaming space, was announced by David Perry, focusing on streaming game demos as a form of online advertising.

2010: OnLive valuation prior to acquisition

OnLive had a valuation prior to acquisition in 2010. This pre-acquisition valuation was much higher than the eventual acquisition price.

May 2012: Nvidia announces Nvidia Grid and Ubitus GameCloud

In May 2012, Nvidia unveiled Nvidia Grid (later GeForce Now), its cloud gaming service, combining hardware and software. Simultaneously, Ubitus GameCloud was introduced as a white-label service based on Nvidia's Grid.

July 2012: Sony acquires Gaikai

In July 2012, Sony Computer Entertainment acquired Gaikai for $340 million, signaling Sony's interest in cloud gaming technology.

October 2012: Gaikai offers PlayStation games

By October 2012, Gaikai began offering PlayStation games, demonstrating its capabilities in streaming full game titles.

2012: OnLive's assets acquired by OL2, business model pivot

In 2012, OnLive's assets were acquired by OL2, capitalized by Gary Lauder, who attempted to pivot the business model, but this proved unprofitable.

2012: Orange launches G-cluster gaming service

In 2012, Orange followed suit and started offering the G-cluster gaming service for its customers, expanding the reach of cloud gaming to more users.

2013: Nvidia Grid introduced with Nvidia Shield Android TV

In 2013, Nvidia Grid was formally introduced as part of the Nvidia Shield Android TV device during the International Consumer Electronics Show.

November 2014: Nvidia Grid launches in North America

In November 2014, Nvidia Grid launched in North America with a limited number of games, marking the service's initial availability to the public.

2014: Dragon Quest X on Nintendo 3DS using Ubitus

In 2014, Dragon Quest X was made available on Nintendo 3DS in Japan, utilizing Ubitus for its streaming technology.

Nintendo 3DS - Flame Red (Renewed)
Nintendo 3DS - Flame Red (Renewed)

2014: PlayStation Now is founded on Gaikai technology

In 2014, the technology behind Gaikai was used as the foundation for PlayStation Now, Sony's cloud gaming service.

April 2015: Sony acquires OnLive's IP

In April 2015, Sony Computer Entertainment acquired OnLive and OL2's intellectual property, further expanding their cloud gaming patent portfolio, but shut the service down about a month later.

2017: Blade launches Shadow service

In 2017, French startup Blade launched Shadow, a service allowing users to rent a remote Windows 10 instance with allocated hardware resources.

2017: Grid expands to computers with Steam and Epic Games Store support

In 2017, Nvidia Grid expanded to computers, allowing users to import their Steam and Epic Games Store libraries, which led to publisher criticism.

May 2018: EA acquires GameFly assets and announces Project Atlas

In May 2018, Electronic Arts (EA) acquired cloud gaming assets and talent from GameFly. Also in May 2018, EA subsequently announced "Project Atlas", to explore integrating AI, machine learning, and the Frostbite engine for cloud-based HD game streaming.

2019: Google announces Stadia and Sony partners with Microsoft

In 2019, Google officially announced its cloud gaming service Stadia, which would launch later that year. Also in 2019, Sony announced a partnership with Microsoft to co-develop cloud solutions between divisions, including gaming.

2019: Shadow expands to the United States

In 2019, Shadow expanded its service from France into the United States, increasing its geographic availability.

September 2020: Amazon introduces Luna cloud gaming service

In September 2020, Amazon launched Luna, its cloud gaming service, offering games via channel-style subscriptions, including Amazon's own games and those from Ubisoft.

September 2020: Apple alters rules for cloud gaming apps on iOS

In September 2020, Apple updated its rules to allow cloud gaming apps on iOS with restrictions, requiring each game to be available as an individual download on the iOS store.

November 2020: GeForce Now and Stadia announce plans for iOS via web applications

In November 2020, GeForce Now and Stadia announced they would release iOS versions of their streaming services as progressive web applications, utilizing browsers like Chrome or Safari to comply with Apple's policies.

2021: Microsoft plans to bring xCloud to iOS via browser

In early 2021, Microsoft announced plans to bring its xCloud game streaming technology to iOS devices via the browser, following a similar approach to GeForce Now and Stadia.