'Angry Birds' Developer Rovio Seeks Backers For 5G 'Netflix of Games' Service (dailyherald.com)
"The next success for the company behind Angry Birds could be twofold: convincing the U.S. public they should buy a 5G mobile phone from Sprint Corp., and developing the world's biggest video game streaming platform in the process," reports Bloomberg:
Rovio Entertainment is in talks with "several" investors to take a stake in its subsidiary Hatch -- a "Netflix for games" platform that Sprint will use to showcase what its high-speed 5G handsets can do when it opens its new network in May. But Rovio Chief Executive Officer Kati Levoranta also needs new investors to buy into her vision for three-year-old Hatch, on which Rovio has already spent about 17 million euros ($19 million), to help it build up its library of games from developers such as Ubisoft and Sega.
"The Hatch service is brilliant for use with 5G, and many of our strategic partners are looking for services that demonstrate how 5G works and the benefits it brings," Levoranta said in an interview at the company's seaside headquarters in Espoo, Finland.... "5G is a big opportunity for us," Vesa Jutila, co-founder and chief commercial officer of Hatch Entertainment Oy, said in an interview. "Everyone seems to think cloud gaming is the way to tell the 5G story to consumers."
The app offers a portfolio of pre-vetted games to consumers, streamed to their handsets via a monthly subscription. Once the initial account is set up, mobile games can be played straight from the cloud, without needing to be downloaded or installed. The advent of high speed, low latency 5G networks makes the model all the more attractive to carriers looking to sell their latest services.
"The Hatch service is brilliant for use with 5G, and many of our strategic partners are looking for services that demonstrate how 5G works and the benefits it brings," Levoranta said in an interview at the company's seaside headquarters in Espoo, Finland.... "5G is a big opportunity for us," Vesa Jutila, co-founder and chief commercial officer of Hatch Entertainment Oy, said in an interview. "Everyone seems to think cloud gaming is the way to tell the 5G story to consumers."
The app offers a portfolio of pre-vetted games to consumers, streamed to their handsets via a monthly subscription. Once the initial account is set up, mobile games can be played straight from the cloud, without needing to be downloaded or installed. The advent of high speed, low latency 5G networks makes the model all the more attractive to carriers looking to sell their latest services.
What kind of data caps will we be seeing on 5G networks? How quickly will it be (would it have been) better to download and install than stream?
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Rovio, you ruined your goodwill by turning your fun game with a little advertising into a "YOU MUST PAY TO WIN" style game. Angry Birds is done, and so is Rovio.
As much as I await the promised low latency 5G, i do not believe it will enough for gaming. Games today already have about 100ms delay between controller and action on screen. Bluetooth controllers and whole stacks for HID devices etc all adds up. It's already near unacceptable. You put cloud between that, it's not gonna work. Home fiber already gets 1-6ms ping times, yet we don't see massive streaming happening. And a lot of companies have tried. Maybe if they did a complete end to end overhaul, from game - device - network - servers and back.
... about. Are any of them actually getting used to play games much?
Rovio's way too small to be able to pull this off. Much bigger companies like Google are preparing to roll out the exact same thing, and are better-positioned to succeed. 5G will also make it much faster to download games; I'd much rather download that 200MB game than effectively stream a video of it, if I'm going to be playing it for more than an hour it'll take less data.
Corruption is convincing someone that the selfless ideal is the same as their selfish ideal.
Angry Bird?
Is that like an ill eagle?
... because the mobile carriers already complain how expensive the 5G build-out will be, and they will certainly aim at increasing their profit margins, not lowering them.
The idea to stream games to mobile devices is dead on arrival due to the volume prices that haven't really changed for years - not with "3G", not with "4G". Streaming a 60fps 1080p action game will cost so much traffic that this is not going to fly.
Live life a little.
The article argues that the low latency of 5G networks allows for streaming of games. This model computes and renders in the data center, and streams the video back to the client. Low latency is required to avoid lag.
In my case, most of the time I connect to WiFi networks. Latency on WiFi is typically very low. Speed is fast and most variability comes from MAC and retransmission due to collisions. Current WiFi generations rely on distributed medium access control protocols, but their delay is very low (some parameters, such as DIFS and SIFS, are in the range of tens of us). Forthcoming WiFi 6 will employ a centralised medium access control mechanism (managed by the AP, similar to current LTE designs). The connection to the ISP after the WiFi network (often, DocSIS or GPON when using home connections) also presents a very high speed and low variability due to MAC). Latency IS low nowadays, before 5G.
But these types of services (game streaming, remote surgery, ...) are being announced these days related to 5G.
Serious question: is there something in 5G technology that makes its latency inherently lower than current (and forthcoming) WiFi networks connected to wired broadband? I have not found actual data, other than marketing hype.
Thanks in advance for any answer!
I do not get how Rovio can make remote gaming work over a mobile network that is used by mobile phones. Heck, most console games expect you to have a large TV so reading text might become a challenge.
Just seems so wasteful... they don't need high end graphics for their games. They run fine on pretty much any phone.
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Convincing people to buy a 5G phone from a carrier that will be folding before the contract ends -- I can't tell if that will be hard or easy.
Sprint?? He said SPRINT! Hahahah. All you can eat buffet through a straw.
How about you just put Angry Birds back on Windows instead of coming up with yet another game service?
So, this has been done before. Many times. Didn’t Napster try to pivot to it a few years ago? Redbox does it (maybe not streaming). Steam is essentially this (maybe not mobile).
If I thought that Rovio were a bunch of ignorant millennial upstarts, I might blame this move on sheer stupidity or failure to understand the market.
But Rovio came from Future Crew and those guys are (a) amazing and (b) have been in the game long enough to know everybody and everything.
Maybe some MBA got involved at a late stage The the adult have all left the company? I really don’t understand this move. Way more risky than kicking out another branded bird-thrower for kids and cashing in on a game that was essentially complete 10 years ago.
Investors are trying to cash out with some money from bigger fools. As a busiess model "streaming gaming" is right up there Cryptocurrency AI.
Failing games streaming company teams up with network offering uninspiring phone technology. They both say the combination will be AMAZING!
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I don't need a 5G Steam but they'll do it anyways I'm sure, and Kongregate is perfect for the smaller "streaming" style games I like to play. Not sure where Hatch is supposed to be positioned to compete tbh.
It's a bad idea. Latency
Anyone who games knows that 100ms ping is tolerable, 300ms affects the game, and anything above 600ms makes the game basically unplayable.
Wired going to a CDN node point on most games an effective minimum of 50 ms.
This means that now, instead of going from machine to server to back, you're going from input transmission (+8ms per keystroke now, if TCP) machine - game host - server - game host - encoder - machine for a single operation. Add in a point of latency in each step and it adds up quick.
Even my personal experience with streaming from a box in my friggin basement over a CAT6 gigabit connection with virtually no network traffic was lack-luster (0.2ms latency for those curious, the 5G spec allows for 4ms). 70% of the time, it worked fine with now problems, but then the transcoder needed to eat up more clock cycles. Imagine, now playing a game where 30% of your game time was laggy. Does it matter, now, if it's cheaper or not when someone who buys a 2-year-old laptop can choose crappy settings and have a 95%-smooth experience?