Will cloud + mini games become the vibrato of the 5G era?

In the second half of 2019, numerous large-screen terminal users could find a new option "cloud game" that has been not available before appears at the interface entrance.

The picture shows the Nut Projector; this content is really a game movie explanation, which cannot be "played" yet
Tencent and Netease have also launched their very own cloud gaming systems.

Tencent START cloud gaming platform, still inside internal beta experience

NetEase Cloud Game Platform
This is just one of the manifestations of cloud games "worrying" into life. At a cloud gaming conference held in December 2019, "Jiazi Lightyear" analysts also saw the PS4 linked to it beneath the display display screen known as the cloud gaming encounter. The emerging systems and also the demo of creating fake sideballs display that although cloud video games haven't really landed however, the strain on the battlefield offers very long since dispersed. Companies that have entered cloud video games continue to develop with the acceleration of 5G commercial use-there have already been a large number of conferences with cloud video games as the protagonist in the market; cloud games haven't really landed however, the cloud game business alliance has been set up, and the dense logo exhibits various upstream and downstream players Not to be outdone:

The members of the 5G Cloud Game Industry Alliance are betting on the unrelated ones.
Including chip producers, such as Arm, Intel, and Unigroup Zhanrui;
Operators, such as China Mobile;
Communication equipment suppliers, such as Huawei;
Cloud computing vendors, such as Alibaba Cloud, Baidu, Tencent, Huawei, UCloud;
Server suppliers, such as Lenovo;
Game engine developers, such as Bailu, Cocos;
Game content developers, such as Tencent, NetEase, Ideal World;
Game channel distributors, such as Tencent;
Live broadcast systems, such as Douyu and Huya;
Cell phone terminals, such as Huawei, Samsung, Meizu, vivo, oppo, Lenovo;
Large-display screen terminals, such as Xiaomi and Nuts;
There are also blockchain media like Lianwen...
(Only part of the logo design is pointed out above)
And super giants like Huawei and Tencent come in multiple links of the entire industry chain. Although cloud gaming is a preferred of thousands of individuals, when will it explode? What sort of attitude does it come? In this article, "Jiazi Light Calendar year" interviewed Li Ming, partner of game engine developer Layabox, Meng Yang, chairman of Aileyou, Wen Xiangdong, CEO of Yunluyun, Haimayun CEO Dang Jinfeng, former Tencent game platform product supervisor & right now OceanStar Founder Liu Jiansong and an anonymous engineer from Sanqi Interactive are trying to find a cloud game form that may take the lead.
1. 5G demands cloud gaming
Very first to answer a question, why is cloud gaming so popular right now? Behind this is actually the hottest technology infrastructure idea-5G. On June 6, 2019, the Ministry of Market and IT issued 5G commercial licenses to China Telecom, China Cell phone, China Unicom, and China Radio and Television, and China's 5G era has accelerated. There are three main program scenarios for 5G:


* eMBB (Enhanced Cell phone Broadband) enhanced mobile broadband, such as ultra-high-definition movie, cloud video games, etc., which is also the most intuitive encounter for ordinary customers;
* mMTC (Massive Machine Type Communications) massive machine kind communications, which also means that 5G terminals are not limited by smart cell phones, but will undoubtedly be extended to Personal computer, Pad, VR, AR, smart home and other products;
* uRLLC (Ultra-reliable and Lower Latency Communications) ultra-reliable and low-latency communication. This low-latency communication may be used in commercial automation, unmanned traveling, cloud video games, etc.
Behind cloud gaming, the biggest promoters and possible beneficiaries are 5G. It could be noticed that for 5G, which currently lacks killer applications, cloud gaming that integrates viewing and playing is becoming an extremely anticipated C-end well-known application direction. Presently, cloud games have two popular technology paths: movie stream and instruction stream. In most cloud game related reports, "movie streaming" may be the default cloud game form-all CPU and GPU procedures of the overall game are put on the cloud server and transmitted to your client through movie streaming for playback and interaction. Instruction streaming cloud video games rely much less on cloud servers than movie streaming cloud video games, but there is no unified definition in the market, and their layout and applications are rare. Theoretically, the user experience of movie streaming cloud video games later on must be the best, and it'll bring the best change: it allows you to put aside the shackles of consoles, gaming laptop computers and other tools, and play video games on low-end mobile phones or TVs. Masterpiece. But the movie streaming cloud game which has sprouted more than ten years ago - such as OnLive, that was shown at CES in '09 2009 and claimed to use network streaming mass media to transmit high-quality game pictures in real time and break through the terminal bottleneck - was struggling to The outbreak is that it's been limited by technical conditions and cost issues.

The cloud gaming Baidu index reached its peak in 2012 and has since fallen.
The emergence of 5G seems to be a fresh variable-the theoretical transmission rate of 5G is 8 seconds/GB, which is a huge selection of times faster than 4G, and the delay is greatly shortened. Technical delays and stuttering bottlenecks can be solved. Place the CPU and GPU in the cloud. It will become probable on the server. So many people are looking forwards to the mutual accomplishment of 5G and cloud gaming. From upstream chips and servers to downstream game publishing and game development, practitioners have entered the overall game a single after another, and the idea of cloud video games is once again popular. But even though technical troubles are expected to break through, beneath the blessing of 5G, the expense of movie streaming remains saturated in the short term. I understand that netizen pansz (a fantastic answerer for Linux and Android) once replied in "When will cloud video games become popular" on August 19, 2019: "The responsibility of cloud video games on servers is at least dozens of the current server burdens. Ten thousand instances." Li Ming, somebody of game motor developer Layabox, told "Jiazi Lightyear": The server pressure, hardware cost, and also network bandwidth cost of the movie cloud game model are huge.
In the original traditional game, the computing strength is borne by the player's client (like a mobile phone); while in the movie cloud game mode, all customer computing strength and costs are usually concentrated on the cloud server, and the cost is passed on to the cloud game operator. Coupled with the surge in high bandwidth traffic costs as a result of movie streaming, the working cost of cloud video games will be a significant issue hindering the development of movie cloud games.
May wish to have a detailed accounts of the movie stream-when the majority of the work of storage, calculation and rendering is positioned on the server side, how high may be the cost? Cloud game company Yunluyun Video games CEO Wen Xiangdong said: "These costs are related to the overall game itself, image quality, resolution, number of frames, server usage and server place, etc., and calculations are very complicated." Cloud game service platform Hai Jack Ma's CEO, Dang Jinfeng, told “Jiazi Lightyear” that server costs and bandwidth costs “elevated linearly”, “Our external price for a concurrent program is 2.8 yuan/day, and bandwidth is billed in accordance with actual consumption.” As currently cloud video games remain available It has not really landed, and the calculation elements are complicated. We evaluate the bandwidth cost of the live life broadcast platform in exactly the same type of "movie streaming": The number of online users of Douyu Live life exceeds 10 million at the peak, and the bandwidth cost only requires 300 million yuan a month; The peak number of online users of Zhanqi Live life is 6 million+, and the monthly bandwidth cost continues to be at around RMB 180 million. On the reside broadcast platform, the expense of one million simultaneous online users is at minimum 30 million a month, and it is nevertheless the cheapest bit price. "If 1080p, 2K, 4K services may also be provided, the cost will increase exponentially." Some practitioners mentioned. The live life broadcast platform usually finds third-celebration CDN services (third-party CDN services can provide bandwidth sources to other website services during the low peak period of live life broadcasts, staggered usage, and improve resource utilization), but cloud video games cannot make use of CDN acceleration. The user needs to connect directly to the server of the company. For China's complex network environment, which means that cloud game suppliers have to deploy servers in multiple provinces and metropolitan areas in China. Even if you find cloud service providers such as Alibaba Cloud and Tencent Cloud, the cost is much more expensive compared to the CDN service. If it is a casino game with millions of people, the expense of bandwidth on your own is already hundreds of millions. To run movie streaming cloud video games normally, a more powerful server, a more substantial computer room room is needed to achieve a more substantial amount of network assistance, and much more money. That is doomed to movie streaming is a huge battlefield. Small game platforms and game studios cannot also afford admission tickets. To "break out", it is important can be for B-side game developers to spontaneously form a content material ecology and C-side players to get it. Since the B-side participation threshold is too high, the movie stream with the best opportunity may not be the fastest to land.
2. Cloud video games go first?
If video streaming cannot become a type of cloud gaming that may penetrate the general public in the short term, what form can be done? Meng Yang, chairman of the mobile game organization Aileyou, told "Jiazi Lightyear": "The development and transformation of the overall game industry isn't driven by technologies, but by program scenarios." In VR, the large-screen articles ecosystem has not yet been set up, and console games are At the moment once the hardware specifications are too high, the general gaming behaviors of the general public remain on the cell phone side. Therefore, in addition to movie streaming, there could be a path that attracts some people around the corner: mobile H5 video games and mini video games with the help of 5G and cloud processing technology, which we will call "cloud mini video games" in this article. “Currently, H5 video games and mini video games that make use of cloud servers can actually be considered cloud games, but they don't use cloud computing features. They just utilize the idea of cloud video games. For me, just cloud computing features are used. It could be known as a cloud game with confidence." Li Ming told "Jiazi Lightnian." Earlier, H5 and mini games counting on systems such as browsers or Collection can be thought to be "pan-cloud video games." "Pan" is that if H5 and mini games use some of the features of cloud services (such as cloud storage features, etc.), they're not cloud native, but can be understood as a kind of cloud game. Furthermore, there are reasons why pan-cloud video games do not make use of cloud computing features. The use of cloud processing has a lot related to network quickness and latency. When 5G is released, H5 and mini video games can place some or all their calculations on the cloud to solve the overall performance bottlenecks due to the current iOS JIT limitations and the overall performance bottlenecks of weighty video games. The improve of its "cloud game" attributes may be the "cloud game" talked about in this article. In a word, the ambition of cloud mini games would be to realize the easy experience of "click on and have fun with" on the mobile terminal, and make mini games break through the bottleneck of being too lightweight in terms of game encounter, and accomplish similarity to mobile apps. the standard of.
Imagine that in the internet browser or on super App systems such as Collection and Reddit, you can click to have fun with big mobile video games such as King of Glory and "Eating Chicken". This will more lower the threshold for the general player populace; for game developers It is a excellent incremental market. If the movie streaming cloud game is really a "revolutionary" that wants to modification the world, then the mini-games which are more clouded will be the "revolutionaries" that link the past and the next. The idea is very good, how reliable could it be? We are able to explore the prospects of cloud video games from the measurements of the mark team and the actual progress of the industry chain.
3. Hardcore picky VS cloud players entering the circle
From the perspective of consumer groups, the big chance for video streaming cloud games would be to have fun with high-end games on low-end devices to supply convenience for hardcore players. But hardcore players are mainly picky and challenging to please, and are more delicate to technical flaws. At the moment, the experience of movie streaming is definately not the position of the web host. Although everyone states that 5G can meet up with the specifications of 60 fps, 4K resolution, 5G Cloud Game Market Alliance event web site, Haima Cloud booth, and 4K/60 frames under 5G conditions, the location can only just achieve 1080p/60 frames. It's the industry's major level. The NetEase cloud gaming platform can only just achieve 720p/30 frame encounter under 4G conditions, while the network charge will not drop in the short term. Consuming China Unicom as an example, the 5G package which will be applied in November 2019 is 129 yuan 30G. And 30G is far from more than enough for playing cloud games-playing 1080p video games on the Stadia cloud gaming platform launched by Google consumes 7G/hour, while higher-resolution 4K games consume more than 20G/hour; the 3A masterpiece "The Wilderness" The clearance time for Crimson Dead is about 100 hrs, and the web fee is about 8600 yuan. Web fees are more expensive compared to the host. Compared, wouldn't the PS4 with an increase of than two thousand yuan be more fragrant? The cloud mini game would be to further enhance the game quality and playability of light-weight scenes which are click-and-play, and are aimed at the general population who care more about comfort; they may accept the "mini game version of the glory of the king" faster. At the moment, for players, mobile games are mainly split into App video games that require to become downloaded and "mini video games" embedded in App systems such as Line. Mini-games certainly are a form of lightweight H5 games; bigger H5 video games on the mobile side are usually packaged as apps. When it comes to experience, the main element difference can be whether to download the App. During the past, the capability of download-free and the quality of the game were not compatible with one another. In the 4G era, different systems will require lightweight loading deals. One would be to assure a short-time loading consumer experience, and the other would be to facilitate platform management and control-for instance, the installation package for Line video games will not exceed 12MB, and Baidu and bytebeat specifications do not surpass 8MB. Video games such as King of Glory and "Eating Chicken" have good playability and strong sociality. They are naturally compatible with the giant mobile social systems, but due to their huge size-King of Glory and Peace Elite both have 3.9GB --Cannot be embedded in the App. With the support of 5G, an upgraded version of "Cloud Mini Video games" that puts part of the processing on the cloud can keep the capability of point-and-click and perform while boosting the volume of mini-games-corresponding image quality encounter and game complexity Can rise. It is because the 5G transmitting speed is 10GB/sec, and the 4G condition is 150MB/sec. In the case of 100 times quicker, the experience issue of the small game being as well slow due to the huge loading package will undoubtedly be solved. "The high-speed network directly solves the problem of loading the package deal body of small games, and a huge selection of MB can be loaded instantly. The size of the local package is limited, and there may not be much problem after the popularization of 5G." Li Ming said. Under the premise that the platform is well-balanced and managed, practitioners predict that the capacity of small video games in super apps such as Collection, Reddit, and Baidu can raise from the current 10MB to a more substantial level. Aladdin's "Mini Program Internet Advancement White Papers 2019-2020" launched in January 2020 also mentioned that with the acceleration of the commercialization of 5G, the application of cloud video games in the field of small games later on "will break the limitations on small game code packages. , Hardware limitations". More beautiful and heavier articles can be displayed by means of click-and-play mini video games. The simplification of the overall game as a result of the modification of game format will create native players with orders of magnitude doubled. For example, as a simplified version of DOTA's cell phone game LOL, the on a daily basis active in 2019 had been 8 million (source: fist information), which is more than the sum of the very best ten STEAM video games; the simplified version of LOL, the mobile game king of glory, has already reached 50 million daily energetic in 2017 . Mini video games have a minimal threshold. With the blessing of 5G and cloud processing, their content sorts and playability will undoubtedly be increased, rendering it easier for the general public to get them. This means that cloud games are very likely to become the very first cloud video games that penetrate the general public after the advent of 5G.
4. Tianxiaku App Shop for a long period
Let's check out the upstream and downstream styles of the industry chain currently. From the viewpoint of the distribution of benefits in the market chain, there are two sets of supporters for the new cloud games-giants and small and medium-sized game manufacturers that have not really controlled the overall game channel in the past. Consuming Q1 in 2018 as an example, the overall usage of Chinese iOS customers in the App Shop had been 22.4 billion yuan, and the income of mobile game apps as a gold-sucking monster accounted for 79%-30% of these revenues went to Apple The pocket of Android apps (Huawei, Xiaomi, etc.) is really as high as 50%. Following the wild goose is plucked, the channel producers "obtain for nothing at all" control a large amount of revenue in the market. On the main one hand, the B-end has been suffering from the App Shop for a long period, and the C-end no longer downloads apps. In the second fifty percent of the Internet, the golden age group of apps found an end. The expense of acquiring customers was high. The traffic due to passive exposure such as lookup or homepage suggestions was extremely small, and the money burned by game apps cannot be beaten. According to information launched by Sensor Tower, a mobile data analysis platform, China's App Shop mobile game downloads were 2.26 billion times in 2018, a decrease of 11.2% compared to 2017. While mini-games counting on super apps, though it is challenging to avoid the situation beneath the fence, there are more gameplay and initiative in marketing-Line's every day activity exceeding 1 billion is really a huge traffic pool, and sociable software such as Collection and QQ nevertheless There is a strong romantic relationship chain to reach the audience by means of active exposure such as sharing with close friends and circle of close friends. Another attribute of "click to open the user" of mini video games also makes their working costs lower. The background can count the click-in place, exit place, retention time and operation, and predicated on user information, it could more accurately pull in and activate (see the openness of the huge), so the conversion price of buys is higher and the cost is leaner. From the viewpoint of hundreds of thousands of game developers, small video games are usually indeed fairly friendly. For giants, betting on small games and movie streaming cloud video games is for strategic reasons. Collection started the era of mini video games in 2017. Baidu entered the battlefield by the end of 2018. Douyin launched its very first mini game on February 19, 2019. Alibaba and Sina also launched mini video games in 2019. The launch and elimination of mini video games require platform review, which is more controllable for the giants; furthermore, the giants can achieve "content jump out, users usually do not jump out" through mini games, that is, raise the stickiness of the original app rather than encouraging customers to download other apps. Super APP competes for consumer time Needless to say, after the emergence of brand-new giant stations, there it's still the problem of a monopoly. However, Tencent has a friend romantic relationship chain, high have confidence in among QQ customers, large byte-beating sources, and more difficult Baidu technology-at minimum in the short term, these giants can provide more selections for game distribution channels. Furthermore, at the moment once the overall situation can be uncertain, each organization has numerous preferential policies for game developers.

ByteDance's rake mode for mini video games, February 2019
Now, though it continues to be a minority, some companies that develop cloud video games are also warming up. Layabox Motor Company mentioned that in the low-key layout of the 5G cloud game motor for H5 and mini games, it will open the cloud motor API when time is ripe later on, allowing developers to unlock the processing bottleneck of customer mini video games through the processing strength of the cloud motor API. Yagi Software, also an motor company, can be searching for a combination of small video games and cloud video games. They believe that there are bottlenecks in the overall performance and articles of small video games, but when the overall game engine works in the cloud, home based business models will emerge. At the moment, Yaji Software has invested 1/3 of the team in cloud video games and 1/3 in mini video games. CEO Wang Zhe said at the Cloud Game Industry Alliance Conference on December 16, 2019: "In order to know what to do, you will invest more in 2020."
5. Inherit 4G and begin 5G
Needless to say, "cloud games" remain in the first stages, and there are problems in landing like other cloud video games. One is questioning the size of the marketplace. Former Tencent game platform product supervisor & present OceanStar founder Liu Jiansong believes that it seems unlikely that mini video games will explode at present: "It isn't a huge plate, and now the daily activity of the entire mini game is tens of thousands; Douyin is on the purchase of hundreds of millions. Can not be compared.” 2nd, you may still find uncertainties inside the technological route. Meng Yang believes that whether the JS processing of mini games can be positioned on the cloud is "a bit uncertain", technically 5G can be noticed after commercial use, "Apple will not allow dynamic memory space modification, which also brings dangers, JS processing on the cloud It could not pass the review. This will depend on Apple's policy.” Li Ming, who has recently committed to the development of the cloud game engine, also admits that it is still inside the development stage, and the final form isn't an easy task to predict. The more critical uncertainty is based on whether the ecology can be formed. Countless people desire to wager on Douyin in the 5G era. Weighed against the slow speed of films and TV shows and the uncontrollable articles of live life broadcasts, Douyin can directly hit people's "high points" in 15 mere seconds and may switch quickly. They are critical indicators that penetrate the general public and are also the natural characteristics of small video games. The most crucial guarantee for keeping high points and switching quickly is "content", which is abundant with variety and huge in quantity. Thus, all the discussions above, including servers, chips, service platforms, large screens, VR, and the development of various links in the cloud game industry chain, ultimately have to be considered, can the overall game industry articles flourish? In the end, players will continually only follow "good games". At the moment, small games cannot be made weighty games due to the limitation of loading deals, and the overall game ecology isn't sound more than enough, but simultaneously, it makes the development cost and cycle more friendly; after 5G, the forms of games could become diverse and wealthy. In a nutshell, before the popularization of 5G, Schrodinger's box is not opened however, and everything is unknown. Video streaming cloud gaming may be a main application of 5G, and it'll also bring about a big change from the Personal computer to the mobile end of the overall game industry in those days, but the road can be hindered and very long; the earlier meeting with the general public may be the cloud connecting the past and the next. Games. Even though revolution is good, the improvement is earlier. Needless to say, whether to consume big or to be the very first is another selection. END.

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