The argument for and against OW2 on cloud game-stream platforms

The argument for and against Overwatch 2 on cloud game-stream platforms

For:

  • Overwatch 2 more accessible to more players
  • Inclusive of low-powered Windows laptop, Chromebook, Mac, mobile, Smart TV, TV stick and iOS/Android users
  • No special gaming hardware required - only need access to Internet and web-browser/cloud client
  • Cost-of-entry barrier to the game lowered - no large initial outlay cost means cloud democratises access to games
  • Boosts player-count
  • Above means shorter queue times, tighter matches and more potential revenue from microtransactions
  • Cloud game-stream platforms increasingly popular as evidenced by capacity shortages and queue times
  • No port required by developers for Windows-based cloud game-stream platforms
  • No disk space required on the user’s local machine and no large initial download or updates
  • Despite increased latency many users can still enjoy a casual experience; this is preferable to an inability to play at all
  • Can even be played on mobile devices especially with controller attachments
  • Some heroes remain largely playable even with moderate latency e.g. Reinhart or Mercy; in this case the player may leverage positioning, ability usage or other game related skills to somewhat offset any disadvantage from input lag
  • Overwatch 2 supports Reflex mode for GFN
  • Game can be run at high settings with comparably good latency compared to a well-below system requirement machine
  • High-speed, low-latency fibre to the premises broadband becomes more commonplace over time
  • Easy to perform a speedtest to see if one has a sufficient connection quality
  • Wi-Fi technologies improve over time and provide an acceptable experience under ideal conditions
  • Game can be enjoyed with reduced fan noise and lowered thermals
  • Reduced energy consumption reduces electricity bills for the end-user
  • Resources on the local machine can be dedicated to recording, stream broadcasting or other activities without impeding the performance of the game
  • Payment choices more flexible than buying a gaming machine outright; even completely free options exist
  • Good Internet and a cloud subscription is cheaper in some developing countries than gaming hardware
  • Cloud game-stream services have and will continue to be improved
  • Infrequent OW2 players may wish to play one month or one day on occasion and they would only need to pay for the day or a month that they wanted
  • Good for more than simply playing the game - for example one can watch back their replays on the cloud; this has no low-latency demand
  • Markedly improved battery life for portable devices as the game is not run locally
  • No need to worry about hardware upgrades, hardware wear-and-tear, or driver updates as such maintenance can be done by the provider
  • Overwatch’s quick in-and-out gameplay ideal for the one-hour session length of GFN’s free tier
  • No issues with game saves as Overwatch’s player progress is entirely online
  • Cloud offers comparable or better latency than a console under ideal conditions - the technology is tried and proven
  • More difficult to cheat as game files cannot be modified and external programs cannot be run on pick-up-and-play cloud platforms
  • No room-space occupied by a bulky gaming console or desktop
  • More options for gamers in how they access games; for many gamers cloud is the most convenient option

Against:

  • Recurrent fee from subscriptions
  • “Input lag” or latency is always bad for fast paced competitive games; Latency makes cloud unsuitable for FPS games for some players or heroes that are ultra-reliant on immediate response
  • Insufficient Internet or cloud gamestream provider infrastructure in many regions means that some users may not be in close proximity to a server
  • Above means that not everyone has a good enough connection to enjoy game-streaming
  • Data limits in place for many ISPs; streamed games consume lots of bandwidth and would not be feasible
  • Difficult and sometimes inconvenient to set up a perfect connection i.e. wired by Ethernet; Wi-Fi may not be sufficient
  • Cloud latency cannot match local latency
  • Latency especially important when it comes to a first person shooter in which any delay can be felt and lack of immediacy perceived in every action
  • Game input must be sent to the cloud which must then be sent to the Overwatch server and vice versa increasing round-trip-time (true of any online game)
  • Video stream must be compressed and this always loses some quality; the user may notice compression artefacts or blurriness subject to connection, bitrate and encoder; this reduces enjoyment and may make it more difficult to spot an enemy player in game
  • Hardware capable of running Overwatch 2 relatively well is inexpensive in some countries
  • Mix of players from different platforms erodes competitive integrity
  • Long queue time dependent on subscription tier, service, time of day
  • User may be routed to a far away server during peak times which introduces more latency
  • Downtime with game updates
  • Buying a machine outright may be preferable; one can always recoup the cost later as there is a resale value attached which cannot be said for cloud
  • In-home streaming solutions e.g. Moonlight offer some of cloud platforms’ advantages; may be more cost-effective
  • Not every cloud platform or tier is made equal; Xbox Cloud Gaming may offer a markedly worse experience compared to GeForce NOW Ultimate
  • Not everyone can afford or is willing to pay for GeForce NOW Ultimate; therefore not everyone experiences the best that cloud can offer
  • Potential for conflict with game’s anti-cheat solution
  • No ownership or control over the game files
  • A cloud platform may close down at any given time (see Google Stadia/NWare) therefore users invest “at their own risk”
TLDR
  • Cloud game-streaming is good to have as an option - the more platforms the better
  • Consumers i.e. gamers benefit
  • Play on the hardware you already own
  • Not suitable for everyone due to potential drawbacks
  • Tech rapidly improving

:heartpulse:

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Excellent summary. What worries me is the world redistribution of the Blizzard servers that over the years has not increased, well decreased. For example, the servers of the Middle East-North Africa disabled by pouring all the load of the server to the European one (I speak from the functional point of view of the server effort, to be clear clear.). Also in America it is managed rather badly, as at least 2 (North and South America) are needed and same also for Asia. The management of Bobby Kotick has been particularly interested in spammering Live Service and Esport plans, saving on the services, this is a problem .

What is not clear to me, on the other hand, is if Nvidia will be able to fill this defect through its network of connections. I think not, but to make an agreement with Microsoft it means that perhaps Microsoft itself will help Blizzard to enhance its servers. It will be interesting to see the first technical reports.

Among the advantages I would add that if the need to enhance the servers is presented, it will automatically be an advantage for the current community to obtain improvements in the geographical redistribution of the servers.

Another non -said advantage: I know many people who stopped playing with OW because their PC did not satisfy those new 2 GB extra rams requested by OW2. Implicitly means a possible return of old players who had condemned Ow1 also to have prevented him from playing from the technical point of view of the RAM.

1 Like

Thanks for the feedback!

You make some great points!

As an iPhone user I’m most excited about this:

:partying_face: