Absolutely, and we’re quite far along on the tech to deliver that. I know Amazon has been working on some of this behind closed doors, [Google] Stadia is perfectly situated to do that because their whole setup is in the cloud, including the clients. For an online multiplayer game, that’s really interesting. One of the problems you have in traditional multiplayer games is that you always have a client [the machine the player controls directly] and the servers and there’s always a distance between the two. Even if you have fast internet it will maybe take 20 milliseconds for the message to get from your client to the server and the server has to simulate what’s happening, which could take another 15 milliseconds or 30 milliseconds. Then it has to send that message back to your client and tell you what the results are, plus telling you what everyone else is doing, that’s another 20 milliseconds. And this is only if you’ve got fast internet and are close to a data center. So you’ve already got a lag that’s anywhere from 70 to 100-plus milliseconds. In multiplayer games, people can get slightly out of sync and it gets laggy. The cool thing with Stadia is if everything’s in the cloud, there’s almost no time difference to talk between servers and clients and there really isn’t any difference between the two. The quality of a multiplayer experience will increase because you’ll have much less latency, you won’t have any issue of cheating, you eliminate the issues you get with lag.