Cloud Gaming is Real: Talk and Live Demo pt.2
summary
Argues cloud gaming is practical now by combining low-latency routing, distributed infrastructure and video-first engagement: cites human reaction 100 milliseconds, emphasizes proximity (Haifa round-trip latency comparisons) and the need for GEO-distributed capacity. Describes SoftLayer’s plan of 40 data centers, running game servers on GPU-equipped machines and offering bare metal and virtualized options. Positions gaming as one proven use case with Playcast experience and IBM saying the stack can scale toward the >100 million players reported.
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chapters (9)
- 0:00Introduction
- 1:04Data centers cloud model
- 2:07Distance limits in computing
- 3:33Human attention tech
- 4:58IBM’s three pillars
- 7:31Video for engagement
- 9:15Engaging customers employees
- 9:56SoftLayer’s cloud philosophy
- 12:01Cloud gaming use case
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