High definition 3d content available everywhere.
The cloud gaming is an interactive on-line streaming service on demand. The infrastructure allows to choose, rent or buy hundreds of games and 3d content. Important societies invest in such million dollar business with platforms like OnLive, G-cluster (Nvidia) or CiiNOW.
All the content is computed on the cloud and streamed directly on the user's device: no game installation, just a thin client. For this reason the cloud gaming could be performed in whatever kind of device.
From the OnLive website :
“OnLive delivers top-tier video games on demand to your TV, PC, Mac® or tablet—whatever you have on hand.”
From the G-cluster website:
“G-cluster offers operators the most deployed white-label cloud gaming platform that allows users to play across the TV and multiple mobile devices. G-cluster instantly turns the TV into the equivalent of a set-top box with portable multi-platform cloud gaming on TV, tablet and PC. “
This means no need for a hi-performance gaming computer, 3d console or GPU enabled battery-consuming tablet: the only thing needed is a hi-speed internet connection.
This value however is at the same time the major issue: the response of a game, the so-called “latency” is dramatically affected from the connection speed.
From the CiiNOW website:
“Latency, or lag in this context, is a measure of the time delay experienced by a system. In gaming terms, it is the time between the user input and the picture change that is a result of this input. Latency is important because it can significantly affect the quality of the gaming experience, and consequently a user’s interest in ever playing that game again on a particular device — a chief concern for any game developer, game publisher, or service platform provider. “
We made a test of latency management of the OnLive gaming service using a low-end home ADLS connection (7Mbps): unfortunately the result was really unusable.
The idea of high definition 3d content available everywhere and on every kind of devices breaks the boundaries between on-line, on site and mobile virtual museums. The massive request of bandwidth however makes this technology deeply depending from the IT infrastructure and the digital divide is a primary issue.
What kind of innovations in the domain of virtual museums could suggest such technological
We can imagine surely a deep impact in the way the VM makers act: there's only one application development and several end-devices. From a user point of view, there is a lot of possible near-future scenarios like virtual museums made for desktop pc available on smartphone/tablets through low latency - cloud services (OnLive client/OnLive store) or museums with an own network system to stream high definition contents on personal devices (smartphone, tablets).
The cloud desktop technology was born some years ago with service like Ulteo matching professionals goals; nowadays the cloud gaming is opening the hi-profile cloud computing to the masses. The introduction of the fourth generation mobile connection (4G) and the digital agenda of EU (30 Mb/s everywhere in 2020) is a priority for the development of the cloud computing for the masses. Will be the end- user's connection ready for join the future of the cloud computing ?