I said we oversubscribe server capacity. That shouldn’t have implied that all products sold are oversubscribed. We oversubscribe bandwidth, that doesn’t mean you can’t order your own managed network or purchase a dedicated line for guaranteed bandwidth.Firstly, gaming isn't "mission critical". Nobody dies or suffers casualties when somebody can't game on the cloud. Secondly, you said your company oversubscribes server capacity. This is not my line of questioning, you said that in this post. But clearly work in a company that is very obviously focussing on profit first and service second (like all telecoms companies) which is not how I would expect Amazon, Google or Microsoft to operate their server platforms. They need to be profitable, but not by maximising profits at the expense of the service provided.
I am struggling to keep-up with the of your posts. You started with severs changing gaming as we know it, to changing development, to problems servers solve/create, to how quickly servers can be deployed, to their profitability and then their maybe-future long-term profitability.
I think this is one of those conversations they has gotten away from the point and maybe drawing a line under it would be the best for my sanity ;-)
My opinion on the topic hasn’t changed. The industry will change because a) players are no longer linked to purchasing hardware to playing their games which is a remarkable shift in purchasing behaviour. How many families that typically don’t buy console hardware get upset that the sequel they played on 1 console is found on the next and they are gated as a result. Doesn’t have to happen with cloud.
(B) if over time cloud is the largest population of gamers, developers do not need to hold back on transitioning to new hardware features on a generational release.
I still haven’t changed my position on that. Everything you said about the difficulties of cloud deployment, lowering latency, costs etc don’t change those items for me. Sure it makes it harder; granted there are challenges to be solved. By why should developers and consumers care about those challenges ? As long as the service is provided and good, people will stop caring about getting and fighting over the next console. They are just going to play the game. They don’t need to worry about whether they are PC, PlayStation or Xbox or Nintendo and what console they have in that family. They just need to subscribe. Once all the inputs are supported on cloud on every device with great performance, Developers don’t need to think about multiple hardware configurations, they only need to target the latest hardware spec on cloud. How or when that arrives is entirely up to the service provider; i have no disillusionment that a generation switch over on cloud could be very costly and challenging. But that’s not my problem, if the service is heavily profitable they will figure it out.