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Despite the noted benefits, cloud gaming comes with a notable downside that even fervent supporters acknowledge: more than any form of content streaming, it is subject to the whims of the user's internet connection. Unlike a film or music track, video games are interactive and rely on user input. As such, data cannot be preloaded for smooth playback, as it needs to run in real-time to react to everything the player is doing, whether it's navigating the menus, fighting an enemy, or running aimlessly in circles. A poor internet connection can and will mean buffering and latency, which in turns means a frustrating play session. The vast differences in internet quality both between countries and within them has continued to serve as the biggest deterrent for the widespread adoption of cloud gaming, even as internet availability continues to improve globally.

to:

Despite the noted benefits, cloud gaming comes with a notable downside that even fervent supporters acknowledge: more than any form of content streaming, it is subject to the whims of the user's internet connection. Unlike a film or music track, video games are interactive and rely on user input. As such, data cannot be preloaded for smooth playback, as it needs to run in real-time to react to everything the player is doing, whether it's navigating the menus, fighting an enemy, or running aimlessly in circles. A poor internet connection can and will mean buffering and latency, which in turns means a frustrating play session. The vast differences in internet quality infrastructure both between countries and within them has continued to serve as the biggest deterrent for the widespread adoption of cloud gaming, even as internet availability continues to improve globally.
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The use of cloud gaming ranges from individual titles within a digital storefront (e.g., the Platform/NintendoSwitch has a number of games, such as ''VideoGame/{{Control}}'' and ''VideoGame/Hitman3'', that are only available as "Cloud Versions" due to being unable to run naively on the hardware) to entire subscription services and platforms based on the model (e.g. Xbox Cloud Gaming and Amazon Luna). Most cloud gaming services are presently supplemental parts of larger platforms and subject to regional availability.

to:

The use of cloud gaming ranges from individual titles within a digital storefront (e.g., the Platform/NintendoSwitch has a number of games, such as ''VideoGame/{{Control}}'' and ''VideoGame/Hitman3'', that are only available as "Cloud Versions" due to being unable to run naively on the hardware) to entire subscription services and platforms based on the model (e.g. Xbox Cloud Gaming and Amazon Luna). Most cloud gaming services are presently supplemental parts of larger platforms and and/or subject to regional availability.



* AMD and Nvidia briefly had remote play services (AMD Link and Nvidia GameStream]] built right in to their drivers, the former working with all Android devices and the latter only with the company's Shield TV set top box, handheld, and tablets. Both would be discontinued by 2024 and be removed from future driver packages.

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* In the late 2010s, AMD and Nvidia briefly had introduced remote play services (AMD Link and Nvidia GameStream]] [=GameStream=], respectively) built right in to their drivers, drivers for their graphics cards, the former working with all Android devices and the latter only with the company's Shield TV set top box, handheld, and tablets. Both would be discontinued by 2024 and be removed from future driver packages.

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!!! Current

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!!! Current!!!Current



!!!Current



* [[https://www.xbox.com/en-US/consoles/remote-play Xbox Remote Play]]

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* [[https://www.xbox.com/en-US/consoles/remote-play Xbox Remote Play]]Play]]

!!!Defunct
* AMD and Nvidia briefly had remote play services (AMD Link and Nvidia GameStream]] built right in to their drivers, the former working with all Android devices and the latter only with the company's Shield TV set top box, handheld, and tablets. Both would be discontinued by 2024 and be removed from future driver packages.

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* [[http://www.gaikai.com/ Gaikai]] (2011-2012; acquired by Creator/SonyInteractiveEntertainment)

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* [[http://www.gaikai.com/ Gaikai]] (2011-2012; acquired by Creator/SonyInteractiveEntertainment)Creator/SonyInteractiveEntertainment to become [=PlayStation Now=])



* Platform/{{Steam}} [[http://store.steampowered.com In-Home Streaming]]

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* Platform/{{Steam}} [[http://store.steampowered.com In-Home Streaming]][[http://gaminganywhere.org/ Gaming Anywhere]]



* [[https://remoteplay.dl.playstation.net/remoteplay/lang/en/index.html PS4 Remote Play]]
* [[http://gaminganywhere.org/ Gaming Anywhere]]
* [[https://www.nvidia.com/en-us/shield/support/shield-tv/gamestream/ Nvidia GameStream]] also offers remote play functionality built right in to their drivers. In Nvidia's case however, it only works with their Shield TV set top box and their now discontinued Shield handheld and Shield Tablets. As of 2024 Nvidia announced that the functionality has been discontinued and will be removed from the [=GeForce=] Experience package in the future.
* AMD Link: Originally launched as a competitor to Nvidia [=GameStream=] as part of the Adrenaline driver, but much more lenient in that the client is available for any Android or [=iOS=] devices (including Nvidia's Shield devices). However, as of 2024, AMD has also announced the discontinuation of the functionality alongside Nvidia's discontinuation of [=GameStream=], claiming that Steam In-Home Streaming, Parsec, and Gaming Anywhere delivers a far superior experience, and that the feature will be removed from the driver in the future.

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* [[https://remoteplay.dl.playstation.net/remoteplay/lang/en/index.html PS4 Remote Play]]
* [[http://gaminganywhere.org/ Gaming Anywhere]]
* [[https://www.nvidia.com/en-us/shield/support/shield-tv/gamestream/ Nvidia GameStream]] also offers remote play functionality built right in to their drivers. In Nvidia's case however, it only works with their Shield TV set top box and their now discontinued Shield handheld and Shield Tablets. As of 2024 Nvidia announced that the functionality has been discontinued and will be removed from the [=GeForce=] Experience package in the future.
playstation.com/en-us/remote-play/ PS Remote Play]]
* AMD Link: Originally launched as a competitor to Nvidia [=GameStream=] as part of the Adrenaline driver, but much more lenient in that the client is available for any Android or [=iOS=] devices (including Nvidia's Shield devices). However, as of 2024, AMD has also announced the discontinuation of the functionality alongside Nvidia's discontinuation of [=GameStream=], claiming that Steam Platform/{{Steam}} [[http://store.steampowered.com In-Home Streaming, Parsec, and Gaming Anywhere delivers a far superior experience, and that the feature will be removed from the driver in the future.Streaming]]
* [[https://www.xbox.com/en-US/consoles/remote-play Xbox Remote Play]]

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General clarification on work content; turned bullet points into paragraphs


Cloud gaming is a basic premise: stream games from a server to your laptop or computer. It was originally designed as a streaming service like {{Creator/Netflix}}, only for video games. The idea is that you connect to a remote server that does all the game's processing and rendering; things like the player input, audio, and graphics and game rendering are all server-side. This allows for two major upsides:

to:

Cloud The basic premise of cloud gaming is a basic premise: simple: in the same vein as being able to stream movies and TV shows on Creator/{{Netflix}} or music on Spotify, cloud gaming allows one to stream video games from a server to your laptop or computer. It was originally designed as a streaming service like {{Creator/Netflix}}, only for video games. The idea is that you connect to a over an internet connection. In this case, the company's remote server that does all the game's processing and rendering; things like graphical processing, while the player input, audio, and graphics and game rendering supplies the expected inputs of pressing buttons, tilting analog sticks, and/or swiping with a mouse.

There
are all server-side. This allows for two major upsides:benefits of this. For the developer, they don't need to worry about creating a title that's too powerful for consumer hardware to run without going up in flames. As long as ''their'' computers and servers can handle all the required computational and graphical work, then they can do whatever they wish and people will still be able to play it on a budget smartphone and a mobile game controller. Meanwhile, since all the user is doing is sending back controller inputs, they don't need to spend a substantial amount of money on buying or upgrading to the latest computer or game console in order to experience the game, and can thus stick to using that aforementioned budget smartphone if they so choose.

The use of cloud gaming ranges from individual titles within a digital storefront (e.g., the Platform/NintendoSwitch has a number of games, such as ''VideoGame/{{Control}}'' and ''VideoGame/Hitman3'', that are only available as "Cloud Versions" due to being unable to run naively on the hardware) to entire subscription services and platforms based on the model (e.g. Xbox Cloud Gaming and Amazon Luna). Most cloud gaming services are presently supplemental parts of larger platforms and subject to regional availability.

Despite the noted benefits, cloud gaming comes with a notable downside that even fervent supporters acknowledge: more than any form of content streaming, it is subject to the whims of the user's internet connection. Unlike a film or music track, video games are interactive and rely on user input. As such, data cannot be preloaded for smooth playback, as it needs to run in real-time to react to everything the player is doing, whether it's navigating the menus, fighting an enemy, or running aimlessly in circles. A poor internet connection can and will mean buffering and latency, which in turns means a frustrating play session. The vast differences in internet quality both between countries and within them has continued to serve as the biggest deterrent for the widespread adoption of cloud gaming, even as internet availability continues to improve globally.

Related to cloud gaming is "remote play", where users are able to remotely access and play the video games they own by having their home computer or video game console act as the "remote server" streaming content to their phone/tablet over the internet. The same concerns regarding internet stability apply to remote play as well.



* Any system capable of connecting to the server can play any game the server is offering. This has broad appeal for users of lower-end computers, laptops, and mobile devices, allowing them to play games at graphical fidelity only possible on higher-end systems.
* PC Hardware can be prohibitively expensive in certain countries due to regional pricing (or price hikes due to shortages of components), so cloud gaming services can offer a solution to those who cannot upgrade, be it for stability of their rig or their wallet.
----
Consoles have also managed to get use cloud streaming in a unique way:
* The Platform/PlayStation4, uses it to implement backwards compatibility without having to design it into the hardware or software of the unit. This cuts down on manufacturing costs, as the hardware's architecture and parts aren't in the console.
* The Platform/NintendoSwitch uses it as a way to run games that the handheld cannot run otherwise due to the technical constraints, such as ''VideoGame/{{Control}}'' and ''VideoGame/Hitman3'', both games that require more processing power than the Switch can handle; if a native port ever happened, it would bring the Switch's [=CPU=] to its knees as it's a notoriously [=CPU=]-heavy game, so it leverages cloud streaming to bypass this limitation.
----
On top of this, these services, if they're not free, run on a subscription based system and that allows you to access all of the content. However, despite all the positives, people were quick to point out its drawbacks:
* When cloud gaming first launched, you needed a ''really, really good'' internet connection, and back when [=OnLive=] was around in 2009, internet speeds the world over were never consistent enough for the service to be viable. At minimum, a [=1.5Mbps=] connection was needed for Standard Definition streaming, with up to [=8Mbps=] for High Definition streams, on top of being a steady connection with few spikes in the connection. That, and don't live out in the sticks where broadband connections were notoriously bad, though this last part isn't so much of a problem nowadays however, as the US, UK and other respective country initiatives have made a concerted effort to make reliable internet a priority in rural areas.
* If the ping time between you and the server is too high (say, a jump between 15ms and 180ms), it creates jarring input lag for the end user, making the game either frustrating to control, or borderline-unplayable, depending on the game and genre. not surprisingly, multiplayer games tended to not be advertised, and single player games were often the ideal games to sell on cloud gaming services, as they rely less on accurately timed button presses.
* You are at the mercy of the service to provide you the games you want to play. If the service goes defunct, you lose the ability to play those games as well (at least with non-cloud games, you still haver the files on hand, so to speak), though it should be noted that the EU and other nations have consumer protection provisions in place that force companies to either refund users or relocate purchased goods to another service; this happened most famously with ''Platform/GoogleStadia'', which refunded all hardware and software, and a select few games were imported to more traditional services like Steam or the Rockstar Launcher.
* Finally, the service can often be region-locked, meaning the service is not available in some locales. This can be circumvented with a VPN, although the extent to which this can work depends on the service, as well as the quality of your VPN, among other factors.

If you're looking to play the games you own as a part of more traditional UsefulNotes/DigitalDistribution, you can use a remote play tool. It's the same concept as cloud gaming in that you're having a computer connect to a server to handle all of the game processing. The difference is your computer, or in some cases, game console, is the server, though this itself has similar issues requiring a solid network and minimal interference.

to:

* Any system capable of connecting to the server can play any game the server is offering. This has broad appeal for users of lower-end computers, laptops, and mobile devices, allowing them to play games at graphical fidelity only possible on higher-end systems.
* PC Hardware can be prohibitively expensive in certain countries due to regional pricing (or price hikes due to shortages of components), so cloud gaming services can offer a solution to those who cannot upgrade, be it for stability of their rig or their wallet.
----
Consoles have also managed to get use cloud streaming in a unique way:
* The Platform/PlayStation4, uses it to implement backwards compatibility without having to design it into the hardware or software of the unit. This cuts down on manufacturing costs, as the hardware's architecture and parts aren't in the console.
* The Platform/NintendoSwitch uses it as a way to run games that the handheld cannot run otherwise due to the technical constraints, such as ''VideoGame/{{Control}}'' and ''VideoGame/Hitman3'', both games that require more processing power than the Switch can handle; if a native port ever happened, it would bring the Switch's [=CPU=] to its knees as it's a notoriously [=CPU=]-heavy game, so it leverages cloud streaming to bypass this limitation.
----
On top of this, these services, if they're not free, run on a subscription based system and that allows you to access all of the content. However, despite all the positives, people were quick to point out its drawbacks:
* When cloud gaming first launched, you needed a ''really, really good'' internet connection, and back when [=OnLive=] was around in 2009, internet speeds the world over were never consistent enough for the service to be viable. At minimum, a [=1.5Mbps=] connection was needed for Standard Definition streaming, with up to [=8Mbps=] for High Definition streams, on top of being a steady connection with few spikes in the connection. That, and don't live out in the sticks where broadband connections were notoriously bad, though this last part isn't so much of a problem nowadays however, as the US, UK and other respective country initiatives have made a concerted effort to make reliable internet a priority in rural areas.
* If the ping time between you and the server is too high (say, a jump between 15ms and 180ms), it creates jarring input lag for the end user, making the game either frustrating to control, or borderline-unplayable, depending on the game and genre. not surprisingly, multiplayer games tended to not be advertised, and single player games were often the ideal games to sell on cloud gaming services, as they rely less on accurately timed button presses.
* You are at the mercy of the service to provide you the games you want to play. If the service goes defunct, you lose the ability to play those games as well (at least with non-cloud games, you still haver the files on hand, so to speak), though it should be noted that the EU and other nations have consumer protection provisions in place that force companies to either refund users or relocate purchased goods to another service; this happened most famously with ''Platform/GoogleStadia'', which refunded all hardware and software, and a select few games were imported to more traditional services like Steam or the Rockstar Launcher.
* Finally, the service can often be region-locked, meaning the service is not available in some locales. This can be circumvented with a VPN, although the extent to which this can work depends on the service, as well as the quality of your VPN, among other factors.

If you're looking to play the games you own as a part of more traditional UsefulNotes/DigitalDistribution, you can use a remote play tool. It's the same concept as cloud gaming in that you're having a computer connect to a server to handle all of the game processing. The difference is your computer, or in some cases, game console, is the server, though this itself has similar issues requiring a solid network and minimal interference.



* [[https://www.antstream.com/ AntStream Arcade]] - A unique service catering to retrogamers, offering thousands of classic arcade and 8-bit computer and console titles (and some 16-bit titles too) legally to stream online. Has a free tier that limits subscribers to several plays a day, and a paid tier which allows unlimited plays.
* [[http://www.onlive.com/ OnLive]] - Now defunct.
* [[http://www.gaikai.com/ Gaikai]] - Now owned by Sony.
* [[https://www.playstation.com/en-us/explore/playstation-now/ PlayStation Now]] - Formerly Gaikai. For Platform/PlayStation family titles. Only available in North America, Europe, Australasia and the Far East.
* [[https://www.xbox.com/en-US/xbox-game-pass/cloud-gaming Xbox Cloud Gaming]] - Formerly codenamed ''Project [=xCloud=]'', A streaming service for Xbox games. Currently in Beta and open to Gamepass Ultimate holders from West Europe, Australiasia, Far East Asia and North America.
* [[https://www.nvidia.com/en-us/geforce/products/geforce-now/ GeForce Now]] - Available for PC and mobile devices. As of 2023, the service is available in most countries through partners. But unfortunately, in Asia the partners have control over the pricing and features- in Malaysia for example, the service is far more expensive than the US, and to make things worse, there's a queue and you're only allowed to play games in slots of four hours - meaning, you get disconnected after four hours and have to wait in a queue to reconnect.
* [[Platform/GoogleStadia Stadia]] - A service for Website/{{Google}} devices and Chrome. Only available in North America, Nordic Europe and West Europe. Launched in November 2019, it announced its shut-down in September 2022, and went offline in January 2023.
* [[https://www.amazon.com/luna/landing-page Amazon Luna]] - Amazon's attempt to compete with Stadia, launched shortly after Google announced Stadia. Currently in Early Access and only available to mainland United States. Has Twitch integtration so if you're watching a Twitch streamer playing a game that is in the Luna library, you can click on a button to immediately launch the game.
* Creator/{{Netflix}} has also started enabling streaming games, done through the Netflix app itself. Currently the service is only available in Poland[[note]]Specifically chosen because it's the home of Franchise/TheWitcher[[/note]] and only to Android users. Netflix's current approach is a little different from other services in that they would be mostly offering games they publish themselves and ties in to their original shows and movies.
* Platform/AppleArcade - Launched on September 19, 2019, uses iCloud to sync progress across iOS, iPadOS, macOS and tvOS. Games cannot be ported to other mobile platforms (though they can be ported to PC and console) due to exclusivity agreements with Creator/{{Apple}}.

!!Examples of remote play software

to:

!!! Current
* Platform/AppleArcade - A mobile game subscription service from Creator/{{Apple}} that uses iCloud to sync progress across iOS, iPadOS, macOS and tvOS. Games on the service are under exclusivity agreements wherein they cannot be ported to other mobile platforms, though they can be ported to PC or console after approximately a year.
* [[https://www.amazon.com/luna/landing-page Amazon Luna]] - A subscription streaming service from Creator/{{Amazon}} utilizing their AWS cloud platform, with various additional tiers that include content from publishers such as Creator/{{Ubisoft}}. The service includes Website/{{Twitch}} integration, with subscribers being able to directly launch into games available in the Luna library if watching someone that's currently streaming the title.
* [[https://www.antstream.com/ AntStream Arcade]] - Arcade]]: A unique retro gaming subscription service catering to retrogamers, offering thousands of classic focused on arcade and 8-bit computer computer/console titles, with a small number of Platform/{{SNES}} and console titles (and some 16-bit titles too) legally to stream online. Platform/PlayStation1 games as well. Has a free tier that limits subscribers to several plays a day, with limited daily plays, and a paid tier which allows unlimited plays.
* [[http://www.onlive.com/ OnLive]] - Now defunct.
[[https://www.nvidia.com/en-us/geforce/products/geforce-now/ GeForce Now]]: Available for PC and mobile devices. As of 2023, the service is available in several countries through partnerships, with regional restrictions as a result (e.g., in Malaysia, the service institutes a a queue and limits play time to four hour chunks).
* [[http://www.gaikai.com/ Gaikai]] - Now owned by Sony.
Creator/{{Netflix}}: Introduced a gaming section in 2021, originally exclusive to Platform/{{Android}}, with several titles being self-published licensed games relating to their original film and TV catalog.
* [[https://www.playstation.com/en-us/explore/playstation-now/ com/en-us/ps-plus/ PlayStation Now]] - Formerly Gaikai. For Platform/PlayStation family titles.Plus]]: Originally a standalone service known as [=PlayStation=] Now, it was merged into the Premium tier of [[Creator/SonyInteractiveEntertainment Sony]]'s [=PlayStation=] Plus subscription service. Only available in North America, Europe, Australasia and the Far East.
* [[https://www.xbox.com/en-US/xbox-game-pass/cloud-gaming Xbox Cloud Gaming]] - Formerly codenamed ''Project [=xCloud=]'', Gaming]]: A streaming service for Xbox [[Creator/XboxGameStudios Xbox]] games. Currently in Beta and open to Gamepass Ultimate holders from West Europe, Australiasia, Far East Asia and North America.
America.

!!!Defunct
* [[https://www.nvidia.com/en-us/geforce/products/geforce-now/ GeForce Now]] - Available for PC and mobile devices. As of 2023, the service is available in most countries through partners. But unfortunately, in Asia the partners have control over the pricing and features- in Malaysia for example, the service is far more expensive than the US, and to make things worse, there's a queue and you're only allowed to play games in slots of four hours - meaning, you get disconnected after four hours and have to wait in a queue to reconnect.
[[http://www.gaikai.com/ Gaikai]] (2011-2012; acquired by Creator/SonyInteractiveEntertainment)
* [[Platform/GoogleStadia Google Stadia]] - A service for Website/{{Google}} devices and Chrome. Only available in North America, Nordic Europe and West Europe. Launched in November 2019, it announced its shut-down in September 2022, and went offline in January 2023.
(2019-2023)
* [[https://www.amazon.com/luna/landing-page Amazon Luna]] - Amazon's attempt to compete with Stadia, launched shortly after Google announced Stadia. Currently in Early Access and only available to mainland United States. Has Twitch integtration so if you're watching a Twitch streamer playing a game that is in the Luna library, you can click on a button to immediately launch the game.
* Creator/{{Netflix}} has also started enabling streaming games, done through the Netflix app itself. Currently the service is only available in Poland[[note]]Specifically chosen because it's the home of Franchise/TheWitcher[[/note]] and only to Android users. Netflix's current approach is a little different from other services in that they would be mostly offering games they publish themselves and ties in to their original shows and movies.
* Platform/AppleArcade - Launched on September 19, 2019, uses iCloud to sync progress across iOS, iPadOS, macOS and tvOS. Games cannot be ported to other mobile platforms (though they can be ported to PC and console) due to exclusivity agreements with Creator/{{Apple}}.

[[http://www.onlive.com/ OnLive]] (2009-2012; 2014-2015)

!!Examples of remote play Remote Play software



* AMD Link: Originally launched as a competitor to Nvidia [=GameStream=] as part of the Adrenaline driver, but much more lenient in that the client is available for any Android or [=iOS=] devices (including Nvidia's Shield devices). However as of 2024 AMD has also announced the discontinuation of the functionality alongside Nvidia's discontinuation of [=GameStream=], claiming that Steam In-Home Streaming, Parsec, and Gaming Anywhere delivers a far superior experience, and that the feature will be removed from the driver in the future.

to:

* AMD Link: Originally launched as a competitor to Nvidia [=GameStream=] as part of the Adrenaline driver, but much more lenient in that the client is available for any Android or [=iOS=] devices (including Nvidia's Shield devices). However However, as of 2024 2024, AMD has also announced the discontinuation of the functionality alongside Nvidia's discontinuation of [=GameStream=], claiming that Steam In-Home Streaming, Parsec, and Gaming Anywhere delivers a far superior experience, and that the feature will be removed from the driver in the future.
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* [[https://www.nvidia.com/en-us/shield/support/shield-tv/gamestream/ Nvidia GameStream]] also offers remote play functionality built right in to their drivers. In Nvidia's case however, it only works with their Shield TV set top box and their now discontinued Shield handheld and Shield Tablets.

to:

* [[https://www.nvidia.com/en-us/shield/support/shield-tv/gamestream/ Nvidia GameStream]] also offers remote play functionality built right in to their drivers. In Nvidia's case however, it only works with their Shield TV set top box and their now discontinued Shield handheld and Shield Tablets. As of 2024 Nvidia announced that the functionality has been discontinued and will be removed from the [=GeForce=] Experience package in the future.
* AMD Link: Originally launched as a competitor to Nvidia [=GameStream=] as part of the Adrenaline driver, but much more lenient in that the client is available for any Android or [=iOS=] devices (including Nvidia’s Shield devices). However as of 2024 AMD has also announced the discontinuation of the functionality alongside Nvidia’s discontinuation of [=GameStream=], claiming that Steam In-Home Streaming, Parsec, and Gaming Anywhere delivers a far superior experience, and that the feature will be removed from the driver in the future.
Is there an issue? Send a MessageReason:
None


* The Platform/NintendoSwitch uses it as a way to run games that the handheld cannot run otherwise due to the technical constraints, such as ''VideoGame/Control'' and ''VideoGame/Hitman3'', both games that require more processing power than the Switch can handle; if a native port ever happened, it would bring the Switch's [=CPU=] to its knees as it's a notoriously [=CPU=]-heavy game, so it leverages cloud streaming to bypass this limitation.

to:

* The Platform/NintendoSwitch uses it as a way to run games that the handheld cannot run otherwise due to the technical constraints, such as ''VideoGame/Control'' ''VideoGame/{{Control}}'' and ''VideoGame/Hitman3'', both games that require more processing power than the Switch can handle; if a native port ever happened, it would bring the Switch's [=CPU=] to its knees as it's a notoriously [=CPU=]-heavy game, so it leverages cloud streaming to bypass this limitation.
Is there an issue? Send a MessageReason:
None


* The Platform/NintendoSwitch uses it as a way to run games that the handheld cannot run otherwise due to the technical constraints, such as ''VideoGame/Hitman3'', a game that requires more processing power than the Switch can handle; if a native port ever happened, it would bring the Switch's [=CPU=] to its knees as it's a notoriously [=CPU=]-heavy game, so it leverages cloud streaming to bypass this limitation.

to:

* The Platform/NintendoSwitch uses it as a way to run games that the handheld cannot run otherwise due to the technical constraints, such as ''VideoGame/Control'' and ''VideoGame/Hitman3'', a game both games that requires require more processing power than the Switch can handle; if a native port ever happened, it would bring the Switch's [=CPU=] to its knees as it's a notoriously [=CPU=]-heavy game, so it leverages cloud streaming to bypass this limitation.
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AMD Link was discontinued.


* [[https://www.amd.com/en/technologies/radeon-software-amdlink AMD Link]] and [[https://www.nvidia.com/en-us/shield/support/shield-tv/gamestream/ Nvidia GameStream]] also offers remote play functionality built right in to their drivers. In Nvidia's case however, it only works with their Shield TV set top box and their now discontinued Shield handheld and Shield Tablets. Meanwhile, AMD's technology will only work with smartphones, tablets and set top boxes running Android or [=iOS=][[note]]Which, ironically, includes Nvidia's Shield devices[[/note]], although a recent update added support to be able to stream to another PC, but with a catch- the recipient PC must also be running Windows and have an AMD GPU as the client is installed as part of the AMD GPU drivers package.

to:

* [[https://www.amd.com/en/technologies/radeon-software-amdlink AMD Link]] and [[https://www.nvidia.com/en-us/shield/support/shield-tv/gamestream/ Nvidia GameStream]] also offers remote play functionality built right in to their drivers. In Nvidia's case however, it only works with their Shield TV set top box and their now discontinued Shield handheld and Shield Tablets. Meanwhile, AMD's technology will only work with smartphones, tablets and set top boxes running Android or [=iOS=][[note]]Which, ironically, includes Nvidia's Shield devices[[/note]], although a recent update added support to be able to stream to another PC, but with a catch- the recipient PC must also be running Windows and have an AMD GPU as the client is installed as part of the AMD GPU drivers package.
Is there an issue? Send a MessageReason:
None


* The UsefulNotes/PlayStation4, uses it to implement backwards compatibility without having to design it into the hardware or software of the unit. This cuts down on manufacturing costs, as the hardware's architecture and parts aren't in the console.
* The UsefulNotes/NintendoSwitch uses it as a way to run games that the handheld cannot run otherwise due to the technical constraints, such as ''VideoGame/Hitman3'', a game that requires more processing power than the Switch can handle; if a native port ever happened, it would bring the Switch's [=CPU=] to its knees as it's a notorously [=CPU=]-heavy game, so it leverages cloud streaming to bypass this limitation.

to:

* The UsefulNotes/PlayStation4, Platform/PlayStation4, uses it to implement backwards compatibility without having to design it into the hardware or software of the unit. This cuts down on manufacturing costs, as the hardware's architecture and parts aren't in the console.
* The UsefulNotes/NintendoSwitch Platform/NintendoSwitch uses it as a way to run games that the handheld cannot run otherwise due to the technical constraints, such as ''VideoGame/Hitman3'', a game that requires more processing power than the Switch can handle; if a native port ever happened, it would bring the Switch's [=CPU=] to its knees as it's a notorously notoriously [=CPU=]-heavy game, so it leverages cloud streaming to bypass this limitation.



* You are at the mercy of the service to provide you the games you want to play. If the service goes defunct, you lose the ability to play those games as well (at least with non-cloud games, you still haver the files on hand, so to speak), though it should be noted that the EU and other nations have consumer protection provisions in place that force companies to either refund users or relocate purchased goods to another service; this happened most famously with ''UsefulNotes/GoogleStadia'', which refunded all hardware and software, and a select few games were imported to more traditional services like Steam or the Rockstar Launcher.

to:

* You are at the mercy of the service to provide you the games you want to play. If the service goes defunct, you lose the ability to play those games as well (at least with non-cloud games, you still haver the files on hand, so to speak), though it should be noted that the EU and other nations have consumer protection provisions in place that force companies to either refund users or relocate purchased goods to another service; this happened most famously with ''UsefulNotes/GoogleStadia'', ''Platform/GoogleStadia'', which refunded all hardware and software, and a select few games were imported to more traditional services like Steam or the Rockstar Launcher.



* [[https://www.playstation.com/en-us/explore/playstation-now/ PlayStation Now]] - Formerly Gaikai. For UsefulNotes/PlayStation family titles. Only available in North America, Europe, Australasia and the Far East.

to:

* [[https://www.playstation.com/en-us/explore/playstation-now/ PlayStation Now]] - Formerly Gaikai. For UsefulNotes/PlayStation Platform/PlayStation family titles. Only available in North America, Europe, Australasia and the Far East.



* [[UsefulNotes/GoogleStadia Stadia]] - A service for Website/{{Google}} devices and Chrome. Only available in North America, Nordic Europe and West Europe. Launched in November 2019, it announced its shut-down in September 2022, and went offline in January 2023.

to:

* [[UsefulNotes/GoogleStadia [[Platform/GoogleStadia Stadia]] - A service for Website/{{Google}} devices and Chrome. Only available in North America, Nordic Europe and West Europe. Launched in November 2019, it announced its shut-down in September 2022, and went offline in January 2023.



* UsefulNotes/AppleArcade - Launched on September 19, 2019, uses iCloud to sync progress across iOS, iPadOS, macOS and tvOS. Games cannot be ported to other mobile platforms (though they can be ported to PC and console) due to exclusivity agreements with Creator/{{Apple}}.

to:

* UsefulNotes/AppleArcade Platform/AppleArcade - Launched on September 19, 2019, uses iCloud to sync progress across iOS, iPadOS, macOS and tvOS. Games cannot be ported to other mobile platforms (though they can be ported to PC and console) due to exclusivity agreements with Creator/{{Apple}}.



* UsefulNotes/{{Steam}} [[http://store.steampowered.com In-Home Streaming]]

to:

* UsefulNotes/{{Steam}} Platform/{{Steam}} [[http://store.steampowered.com In-Home Streaming]]
Is there an issue? Send a MessageReason:
while not inaccurate, Stadia's shutdown did allow certain games to be kept, and all purchases were refunded.


Cloud gaming is, at its core, a basic premise: stream games from a server to your laptop or computer, and was originally designed as a streaming service like {{Creator/Netflix}}, only for video games. The idea is that you connect to a remote server that does all the game's processing; things like the player input, audio, and graphics and game rendering. This allows for two major upsides:

to:

Cloud gaming is, at its core, is a basic premise: stream games from a server to your laptop or computer, and computer. It was originally designed as a streaming service like {{Creator/Netflix}}, only for video games. The idea is that you connect to a remote server that does all the game's processing; processing and rendering; things like the player input, audio, and graphics and game rendering.rendering are all server-side. This allows for two major upsides:



* PC Hardware can be prohibitively expensive in certain countries due to regional pricing, so cloud gaming services can offer a solution to those who cannot upgrade for any reason.

to:

* PC Hardware can be prohibitively expensive in certain countries due to regional pricing, pricing (or price hikes due to shortages of components), so cloud gaming services can offer a solution to those who cannot upgrade upgrade, be it for any reason.stability of their rig or their wallet.



* For the UsefulNotes/PlayStation4, it's used to implement backwards compatibility without having to design it into the hardware or software of the unit. This cuts down on manufacturing costs, as the hardware's architecture and parts aren't in the console.
* In the case of the UsefulNotes/NintendoSwitch, it's used as a way to run games that the handheld cannot run otherwise due to the technical constraints, such as ''VideoGame/Hitman3'', a game that requires more power than the Switch can handle; if a native port ever happened, it would bring the Switch's [=CPU=] to its knees, so it leverages cloud streaming to bypass this limitation.

to:

* For the The UsefulNotes/PlayStation4, it's used uses it to implement backwards compatibility without having to design it into the hardware or software of the unit. This cuts down on manufacturing costs, as the hardware's architecture and parts aren't in the console.
* In the case of the UsefulNotes/NintendoSwitch, it's used The UsefulNotes/NintendoSwitch uses it as a way to run games that the handheld cannot run otherwise due to the technical constraints, such as ''VideoGame/Hitman3'', a game that requires more processing power than the Switch can handle; if a native port ever happened, it would bring the Switch's [=CPU=] to its knees, knees as it's a notorously [=CPU=]-heavy game, so it leverages cloud streaming to bypass this limitation.



On top of this, these services, if they're not free, run on a subscription based system and that allows you to access all of the content. However, despite the positives, people were quick to point out its drawbacks:
* When cloud gaming first launched, you needed a ''really good'' internet connection, and back when [=OnLive=] was around in 2009, internet speeds the world over were never consistent enough for the service to be reliable. At the minimum a [=1.5Mbps=] for SD graphics are needed, with up to [=8Mbps=] for HD streams, on top of being a steady reliable connection. That, and don't live out in the sticks where broadband connections are notoriously bad. This isn't so much of a problem today, however, as US, UK and other respective country initiatives to make reliable internet nationwide a priority.
* If the ping time between you and the server is too much (say, a jump between 15ms and 60ms), it creates jarring input lag for the end user, making the game either frustrating to control, or borderline-unplayable. This makes single player games the ideal games to sell on cloud gaming services, as they rely less on accurately timed button presses.
* Since the services are usually subscription based, you are at the mercy of the service to provide you the games you want to play. If the service goes defunct, you lose the ability to play those games as well.[[note]]With conventional DefunctOnlineVideoGames, they can at least be reverse-engineered to remain playable after the official service period has ended (although this is a legally grey area at best); for cloud gaming services, this is not the case, as you cannot salvage game code from video data.[[/note]]
* Finally, the service is also usually region-locked, meaning the service is not available in some areas. This can be circumvented with a VPN, although the extent to which this can work depends on the service, as well as the quality of your VPN.

If you're looking to play the games you do own, you can use a remote play tool. It's the same concept as cloud gaming in that you're having a computer connect to a server to handle all of the game processing. The difference is your computer, or in some cases game console, is the server.

to:

On top of this, these services, if they're not free, run on a subscription based system and that allows you to access all of the content. However, despite all the positives, people were quick to point out its drawbacks:
* When cloud gaming first launched, you needed a ''really ''really, really good'' internet connection, and back when [=OnLive=] was around in 2009, internet speeds the world over were never consistent enough for the service to be reliable. viable. At the minimum minimum, a [=1.5Mbps=] connection was needed for SD graphics are needed, Standard Definition streaming, with up to [=8Mbps=] for HD High Definition streams, on top of being a steady reliable connection with few spikes in the connection. That, and don't live out in the sticks where broadband connections are were notoriously bad. This bad, though this last part isn't so much of a problem today, nowadays however, as the US, UK and other respective country initiatives have made a concerted effort to make reliable internet nationwide a priority.
priority in rural areas.
* If the ping time between you and the server is too much high (say, a jump between 15ms and 60ms), 180ms), it creates jarring input lag for the end user, making the game either frustrating to control, or borderline-unplayable. This makes borderline-unplayable, depending on the game and genre. not surprisingly, multiplayer games tended to not be advertised, and single player games were often the ideal games to sell on cloud gaming services, as they rely less on accurately timed button presses.
* Since the services are usually subscription based, you You are at the mercy of the service to provide you the games you want to play. If the service goes defunct, you lose the ability to play those games as well.[[note]]With conventional DefunctOnlineVideoGames, they can at well (at least be reverse-engineered to remain playable after with non-cloud games, you still haver the official service period has ended (although files on hand, so to speak), though it should be noted that the EU and other nations have consumer protection provisions in place that force companies to either refund users or relocate purchased goods to another service; this is happened most famously with ''UsefulNotes/GoogleStadia'', which refunded all hardware and software, and a legally grey area at best); for cloud gaming services, this is not select few games were imported to more traditional services like Steam or the case, as you cannot salvage game code from video data.[[/note]]
Rockstar Launcher.
* Finally, the service is also usually can often be region-locked, meaning the service is not available in some areas. locales. This can be circumvented with a VPN, although the extent to which this can work depends on the service, as well as the quality of your VPN.

VPN, among other factors.

If you're looking to play the games you do own, own as a part of more traditional UsefulNotes/DigitalDistribution, you can use a remote play tool. It's the same concept as cloud gaming in that you're having a computer connect to a server to handle all of the game processing. The difference is your computer, or in some cases cases, game console, is the server.
server, though this itself has similar issues requiring a solid network and minimal interference.
Is there an issue? Send a MessageReason:
None



to:

* UsefulNotes/AppleArcade - Launched on September 19, 2019, uses iCloud to sync progress across iOS, iPadOS, macOS and tvOS. Games cannot be ported to other mobile platforms (though they can be ported to PC and console) due to exclusivity agreements with Creator/{{Apple}}.
Is there an issue? Send a MessageReason:
None


* [[https://www.nvidia.com/en-us/geforce/products/geforce-now/ GeForce Now]] - Available for PC and mobile devices. As of 2023, the service is available in most countries through partners. But unfortunately, in Asia the partners have control over the pricing and features- in Malaysia for example, the service is far more expensive than the US, and to make things worse, there's a queue and you're only allowed to play games in slots of four hours - meaning, you get disconnected after four hours and have to wait in a queue to reconnect. Hardly usable compared to the US.

to:

* [[https://www.nvidia.com/en-us/geforce/products/geforce-now/ GeForce Now]] - Available for PC and mobile devices. As of 2023, the service is available in most countries through partners. But unfortunately, in Asia the partners have control over the pricing and features- in Malaysia for example, the service is far more expensive than the US, and to make things worse, there's a queue and you're only allowed to play games in slots of four hours - meaning, you get disconnected after four hours and have to wait in a queue to reconnect. Hardly usable compared to the US.
Is there an issue? Send a MessageReason:
None


* [[https://www.nvidia.com/en-us/geforce/products/geforce-now/ GeForce Now]] - Available for PC and mobile devices. As of 2023, the service is available in most countries through partners, unfortunately in Asia, the partners have control over the pricing and features- in Malaysia for example, the service is far more expensive than the US, and to make things worse, there's a queue and you're only allowed to play games in slots of four hours - meaning, you get disconnected after four hours and have to wait in a queue to reconnect. Hardly usable compared to the US.

to:

* [[https://www.nvidia.com/en-us/geforce/products/geforce-now/ GeForce Now]] - Available for PC and mobile devices. As of 2023, the service is available in most countries through partners, unfortunately partners. But unfortunately, in Asia, Asia the partners have control over the pricing and features- in Malaysia for example, the service is far more expensive than the US, and to make things worse, there's a queue and you're only allowed to play games in slots of four hours - meaning, you get disconnected after four hours and have to wait in a queue to reconnect. Hardly usable compared to the US.
Is there an issue? Send a MessageReason:
None


* [[https://www.nvidia.com/en-us/geforce/products/geforce-now/ GeForce Now]] - Available for PC and mobile devices. As of 2023, the service is available in most countries through partners, unfortunately in Asia, the partners have control over the pricing and features- in Malaysia for example, the service is far more expensive than the US, and to make things worse, you're only allowed to play in slots of four hours.

to:

* [[https://www.nvidia.com/en-us/geforce/products/geforce-now/ GeForce Now]] - Available for PC and mobile devices. As of 2023, the service is available in most countries through partners, unfortunately in Asia, the partners have control over the pricing and features- in Malaysia for example, the service is far more expensive than the US, and to make things worse, there's a queue and you're only allowed to play games in slots of four hours.hours - meaning, you get disconnected after four hours and have to wait in a queue to reconnect. Hardly usable compared to the US.
Is there an issue? Send a MessageReason:
None


* [[https://www.nvidia.com/en-us/geforce/products/geforce-now/ GeForce Now]] - Available for PC and mobile devices. Only available in Europe and North America.

to:

* [[https://www.nvidia.com/en-us/geforce/products/geforce-now/ GeForce Now]] - Available for PC and mobile devices. Only As of 2023, the service is available in Europe most countries through partners, unfortunately in Asia, the partners have control over the pricing and North America.features- in Malaysia for example, the service is far more expensive than the US, and to make things worse, you're only allowed to play in slots of four hours.
Is there an issue? Send a MessageReason:
None


* In the case of the UsefulNotes/NintendoSwitch, it's used as a way to run games that the handheld cannot run otherwise due to the technical constraints, such as ''VideoGame/Hitman3'', a game that requires more power than the switch can handle; if a native port ever happened, it would bring the Switch's [=CPU=] to its knees, so it leverages cloud streaming to bypass this limitation.

to:

* In the case of the UsefulNotes/NintendoSwitch, it's used as a way to run games that the handheld cannot run otherwise due to the technical constraints, such as ''VideoGame/Hitman3'', a game that requires more power than the switch Switch can handle; if a native port ever happened, it would bring the Switch's [=CPU=] to its knees, so it leverages cloud streaming to bypass this limitation.
Is there an issue? Send a MessageReason:
None


* [[UsefulNotes/GoogleStadia Stadia]] - A service for Website/{{Google}} devices and Chrome. Only available in North America, Nordic Europe and West Europe. Launched in November 2019, it announced its shut-down in September 2022, and is scheduled to go defunct in January 2023.

to:

* [[UsefulNotes/GoogleStadia Stadia]] - A service for Website/{{Google}} devices and Chrome. Only available in North America, Nordic Europe and West Europe. Launched in November 2019, it announced its shut-down in September 2022, and is scheduled to go defunct went offline in January 2023.
Is there an issue? Send a MessageReason:


* [[https://www.antstream.com/ AntStream Arcade]] - A unique service catering to [[RetroGaming retrogamers]], offering thousands of classic arcade and 8-bit computer and console titles (and some 16-bit titles too) legally to stream online. Has a free tier that limits subscribers to several plays a day, and a paid tier which allows unlimited plays.

to:

* [[https://www.antstream.com/ AntStream Arcade]] - A unique service catering to [[RetroGaming retrogamers]], retrogamers, offering thousands of classic arcade and 8-bit computer and console titles (and some 16-bit titles too) legally to stream online. Has a free tier that limits subscribers to several plays a day, and a paid tier which allows unlimited plays.
Is there an issue? Send a MessageReason:
Moved over by TRS vote

Added DiffLines:

Cloud gaming is, at its core, a basic premise: stream games from a server to your laptop or computer, and was originally designed as a streaming service like {{Creator/Netflix}}, only for video games. The idea is that you connect to a remote server that does all the game's processing; things like the player input, audio, and graphics and game rendering. This allows for two major upsides:
----
* Any system capable of connecting to the server can play any game the server is offering. This has broad appeal for users of lower-end computers, laptops, and mobile devices, allowing them to play games at graphical fidelity only possible on higher-end systems.
* PC Hardware can be prohibitively expensive in certain countries due to regional pricing, so cloud gaming services can offer a solution to those who cannot upgrade for any reason.
----
Consoles have also managed to get use cloud streaming in a unique way:
* For the UsefulNotes/PlayStation4, it's used to implement backwards compatibility without having to design it into the hardware or software of the unit. This cuts down on manufacturing costs, as the hardware's architecture and parts aren't in the console.
* In the case of the UsefulNotes/NintendoSwitch, it's used as a way to run games that the handheld cannot run otherwise due to the technical constraints, such as ''VideoGame/Hitman3'', a game that requires more power than the switch can handle; if a native port ever happened, it would bring the Switch's [=CPU=] to its knees, so it leverages cloud streaming to bypass this limitation.
----
On top of this, these services, if they're not free, run on a subscription based system and that allows you to access all of the content. However, despite the positives, people were quick to point out its drawbacks:
* When cloud gaming first launched, you needed a ''really good'' internet connection, and back when [=OnLive=] was around in 2009, internet speeds the world over were never consistent enough for the service to be reliable. At the minimum a [=1.5Mbps=] for SD graphics are needed, with up to [=8Mbps=] for HD streams, on top of being a steady reliable connection. That, and don't live out in the sticks where broadband connections are notoriously bad. This isn't so much of a problem today, however, as US, UK and other respective country initiatives to make reliable internet nationwide a priority.
* If the ping time between you and the server is too much (say, a jump between 15ms and 60ms), it creates jarring input lag for the end user, making the game either frustrating to control, or borderline-unplayable. This makes single player games the ideal games to sell on cloud gaming services, as they rely less on accurately timed button presses.
* Since the services are usually subscription based, you are at the mercy of the service to provide you the games you want to play. If the service goes defunct, you lose the ability to play those games as well.[[note]]With conventional DefunctOnlineVideoGames, they can at least be reverse-engineered to remain playable after the official service period has ended (although this is a legally grey area at best); for cloud gaming services, this is not the case, as you cannot salvage game code from video data.[[/note]]
* Finally, the service is also usually region-locked, meaning the service is not available in some areas. This can be circumvented with a VPN, although the extent to which this can work depends on the service, as well as the quality of your VPN.

If you're looking to play the games you do own, you can use a remote play tool. It's the same concept as cloud gaming in that you're having a computer connect to a server to handle all of the game processing. The difference is your computer, or in some cases game console, is the server.

!!Examples of Cloud Gaming Services
* [[https://www.antstream.com/ AntStream Arcade]] - A unique service catering to [[RetroGaming retrogamers]], offering thousands of classic arcade and 8-bit computer and console titles (and some 16-bit titles too) legally to stream online. Has a free tier that limits subscribers to several plays a day, and a paid tier which allows unlimited plays.
* [[http://www.onlive.com/ OnLive]] - Now defunct.
* [[http://www.gaikai.com/ Gaikai]] - Now owned by Sony.
* [[https://www.playstation.com/en-us/explore/playstation-now/ PlayStation Now]] - Formerly Gaikai. For UsefulNotes/PlayStation family titles. Only available in North America, Europe, Australasia and the Far East.
* [[https://www.xbox.com/en-US/xbox-game-pass/cloud-gaming Xbox Cloud Gaming]] - Formerly codenamed ''Project [=xCloud=]'', A streaming service for Xbox games. Currently in Beta and open to Gamepass Ultimate holders from West Europe, Australiasia, Far East Asia and North America.
* [[https://www.nvidia.com/en-us/geforce/products/geforce-now/ GeForce Now]] - Available for PC and mobile devices. Only available in Europe and North America.
* [[UsefulNotes/GoogleStadia Stadia]] - A service for Website/{{Google}} devices and Chrome. Only available in North America, Nordic Europe and West Europe. Launched in November 2019, it announced its shut-down in September 2022, and is scheduled to go defunct in January 2023.
* [[https://www.amazon.com/luna/landing-page Amazon Luna]] - Amazon's attempt to compete with Stadia, launched shortly after Google announced Stadia. Currently in Early Access and only available to mainland United States. Has Twitch integtration so if you're watching a Twitch streamer playing a game that is in the Luna library, you can click on a button to immediately launch the game.
* Creator/{{Netflix}} has also started enabling streaming games, done through the Netflix app itself. Currently the service is only available in Poland[[note]]Specifically chosen because it's the home of Franchise/TheWitcher[[/note]] and only to Android users. Netflix's current approach is a little different from other services in that they would be mostly offering games they publish themselves and ties in to their original shows and movies.

!!Examples of remote play software
* UsefulNotes/{{Steam}} [[http://store.steampowered.com In-Home Streaming]]
* [[https://parsec.tv Parsec]]
* [[https://remoteplay.dl.playstation.net/remoteplay/lang/en/index.html PS4 Remote Play]]
* [[http://gaminganywhere.org/ Gaming Anywhere]]
* [[https://www.amd.com/en/technologies/radeon-software-amdlink AMD Link]] and [[https://www.nvidia.com/en-us/shield/support/shield-tv/gamestream/ Nvidia GameStream]] also offers remote play functionality built right in to their drivers. In Nvidia's case however, it only works with their Shield TV set top box and their now discontinued Shield handheld and Shield Tablets. Meanwhile, AMD's technology will only work with smartphones, tablets and set top boxes running Android or [=iOS=][[note]]Which, ironically, includes Nvidia's Shield devices[[/note]], although a recent update added support to be able to stream to another PC, but with a catch- the recipient PC must also be running Windows and have an AMD GPU as the client is installed as part of the AMD GPU drivers package.

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