Cloud Gaming

Information from The State of Sarkhan Official Records

Cloud Gaming: The Solution to a Problem Nobody Had

Ah, Cloud Gaming—the industry's latest attempt to shove "The Cloud™" onto everything, because apparently, the one thing standing between us and true gaming nirvana was outsourcing our own GPUs to some remote data center in the middle of nowhere.

Let’s take a trip down memory lane, shall we?

The Nvidia SHIELD: The First Sign of Madness

It all began with Nvidia’s SHIELD, a device so forgettable that the only people who remember it are those who had to uncheck a box during every GeForce driver install just to avoid being force-fed advertisements for it. Because who wouldn't want to stream their games to a tablet while their perfectly good PC sits right there? Clearly, we were all just too dumb to realize the future was playing games on a second screen… for no reason.

But hey, at least the SHIELD was just an appetizer. The real clown show was yet to come.

Stadia: The Golden Child of Google Graveyard

Then there was Google Stadia, the tech giant’s ambitious foray into Cloud Gaming, backed by one of the most notorious serial killers of its own projects. Google, in its infinite wisdom, thought, "Why let people own their games when we can make them rent pixels over the internet instead?" And like every Google project before it, Stadia met its fate with a bullet to the back of the head faster than you could say "buffering."

People were supposed to embrace the idea of paying full price for games that ran on servers hundreds of miles away, introducing just enough latency to ruin every fast-paced game in existence. Because nothing screams "Next-Gen Experience™" like pressing a button and waiting an extra 50ms to see if your jump registered.

Google pulled the plug, refunding everyone who had the misfortune of believing in this dream. It was a mercy killing, really.

Why Did Cloud Gaming Fail?

It doesn’t take a genius to figure this out, but for the executives still wondering why their streaming service flopped harder than a crypto scam after a pump-and-dump, let’s spell it out:

  1. Latency: The Silent Killer
    • The whole concept was doomed from the start. Why? Because playing a game should not feel like you're remote-controlling your own entertainment from across the country.
    • When your local RTX 3080 can render frames faster than you can blink, why would anyone settle for a data center struggling to keep up?
  2. Internet: The Bottleneck of Dreams
    • "Oh, just get gigabit fiber!" they said. Meanwhile, millions still suffer under ISP monopolies that think ‘fast internet’ means ‘15 Mbps on a good day.’
    • And even with high-speed internet, congestion, packet loss, and network instability make sure your experience is never quite "seamless."
  3. People Actually Like Owning Things
    • Imagine spending $60 on a game, only for the service to shut down and take your library with it. Oh wait, that actually happened. RIP, Stadia players.
    • Turns out, gamers would rather own their games and hardware instead of renting both from a company that might just delete everything overnight.
  4. The Whole "Nobody Asked for This" Problem
    • Console players? Already have their PlayStations and Xboxes.
    • PC players? Already have their high-end rigs.
    • Mobile players? Literally just want gacha games and Candy Crush.
    • So… who was this for? Tech bros with bad ideas?

The Cloud Remains, But The Dream is Dead

At the end of the day, Cloud Gaming joins the ranks of other tech failures nobody really wanted, right next to 3D TVs, Google Glass, and whatever the hell the Digital World was supposed to be.

Sure, some lunatics still think the concept will rise from the grave (looking at you, Xbox Cloud Gaming), but let’s be real—until we have zero-latency, unlimited bandwidth internet (which we won’t, thanks to Comcast), Cloud Gaming is just another overengineered solution to a nonexistent problem.

So, next time some big corporation tries to slap "Cloud" on another product you never asked for, remember: not everything needs to be outsourced to the sky—especially not our frames.