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.
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.
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.
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.
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.
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.
In 2005, video game developer Crytek initiated research on a cloud gaming system specifically for Crysis, exploring the potential of cloud-based gaming technology.
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.
In 2008, after years of setbacks, Infinium Labs declared bankruptcy, and the Phantom console was never officially released, becoming a notable example of vaporware.
In March 2009, Steve Perlman unveiled OnLive at the Game Developers Conference, highlighting advancements in data and video compression that made cloud gaming viable.
In June 2010, OnLive was officially launched along with the sale of its OnLive microconsole, marking its entry into the cloud gaming market.
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.
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.
OnLive had a valuation prior to acquisition in 2010. This pre-acquisition valuation was much higher than the eventual acquisition price.
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.
In July 2012, Sony Computer Entertainment acquired Gaikai for $340 million, signaling Sony's interest in cloud gaming technology.
By October 2012, Gaikai began offering PlayStation games, demonstrating its capabilities in streaming full game titles.
In 2012, OnLive's assets were acquired by OL2, capitalized by Gary Lauder, who attempted to pivot the business model, but this proved unprofitable.
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.
In 2013, Nvidia Grid was formally introduced as part of the Nvidia Shield Android TV device during the International Consumer Electronics Show.
In November 2014, Nvidia Grid launched in North America with a limited number of games, marking the service's initial availability to the public.
In 2014, the technology behind Gaikai was used as the foundation for PlayStation Now, Sony's cloud gaming service.
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.
In 2017, French startup Blade launched Shadow, a service allowing users to rent a remote Windows 10 instance with allocated hardware resources.
In 2017, Nvidia Grid expanded to computers, allowing users to import their Steam and Epic Games Store libraries, which led to publisher criticism.
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.
In 2019, Shadow expanded its service from France into the United States, increasing its geographic availability.
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.
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.
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.
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.
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