Microsoft GM of Cloud Gaming And The Impossible Game Experiences

Microsoft GM of Cloud Gaming And The Impossible Game Experiences

Microsoft GM of Cloud, Cloud gaming may have taken a hit in the public eye with Google’s decision to close its first-party studios just a few years after they opened, but regardless of this specific and very Google-style example, cloud gaming is still very much on the rise.

NVIDIA’s GeForce NOW continues to expand, Amazon’s Luna (which is still in early access) continues to add new games like No More Heroes, and Microsoft’s xCloud has been bundled into Game Pass to provide access to its ever-growing game library even on the go for subscribers.

The latest cloud gaming service is built on Microsoft Azure servers and PlayFab technology, which the Xbox and Windows giant acquired about three years ago alongside the company. Game Rant recently interviewed former PlayFab CEO and co-founder James Goertzmann, who is now general manager of Microsoft Gaming Cloud. During the conversation, he spoke about the new opportunities that cloud gaming technology is offering to create previously impossible experiences.

We have a number of “industry priority scenarios”. It’s inseparable from the tongue, but they’re things we think the industry really cares about today that might be pain points we’re trying to help with. The first one in our list of five is to accelerate your game production using the cloud.

Once content is created in the cloud, distribution becomes more flexible. See this with xCloud. Microsoft GM of Cloud, started out as just putting Xbox devices in data centers and streaming them. We’re now gaining more experience with it, and you might be able to create gaming experiences that wouldn’t have been possible without running in the cloud. The games can have many players in one environment interacting in new ways.

XCloud was all about putting Xbox devices in the cloud * laughter * but the broader term is pixel streaming, where your power and stow GPUs in the cloud. Initially, pixel streaming will be useful in non-gaming scenarios like architecture or retail where you want a 3D experience but don’t have to own the hardware. This will then move to games and see developers benefit from experiences beyond what was previously possible.

This is something we’ve heard before from Google and game developers like Larian. Of course, some might scoff at the idea of ​​emerging from Microsoft again for the failure of the cloud-based multiplayer game Crackdown 3, although the failure of a game does not mean that the technology as a whole does not have potential.

Besides, this is just one of the possible applications. Later in the interview, Gwertzman also talked about the Vocal Line tool that could make it much cheaper (and easier) for smaller developers to add a suitable soundtrack to their game projects.

When you think about it in the context of deepfakes, it’s very annoying, but when you think of using it to pitch in-game voices, it might allow an indie developer on a small budget to create thousands of hours of dialogue. Better yet, get the computer to talk using AI with whatever voice you want, you can have some really cool creative experiences. I like the idea of ​​using audio lines to allow the computer to speak in a more natural way than what you get today. There are chances as good as the next ones.

Excited about the potential of cloud gaming, especially once 5G coverage becomes more widespread? Let us know in the comments

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