5G, cloud games are flying.
? In 2009, the twenty-first San Francisco GDC Game Developers Conference, the world's first cloud gaming platform Onlive came out, because the idea is too advanced, and finally 6 years later. In 2019, the thirty-first San Francisco GDC Game Developers Conference, Google CEO Sundar Pichai released the cloud gaming platform Stadia. The platform was fully opened in April 9, 2020 and became part of a new wave of cloud gaming with Microsoft's Project xCloud, NVIDIA's GeForce NOW. In China, as 5G business is widely landing, cloud games are regarded as "the 5G application scenario that is expected to be the first to fall", and become the goal of Tencent, HUAWEI, Alibaba and other giants to compete. Ten years have passed. Thousands of sails on the side of the sinking boat. At present, the cloud game is basically based on the original game launched a cloud game version, the development cycle is short to several months, is still in the experimental stage, the selling point is "no need to install and download, no need for high-end equipment, open large games like open page Tour". But in the foreseeable future, cloud games are not simply "STREAM on the cloud." The text will be commented on from four small chapters.
The first time: hung Meng opens. The advent of cloud Games has made waves.
The first time is the opening of Hong Meng: the emergence of cloud Games has made waves.
Second bloody storms: is the four field subversion, the eve of fighting?
Third times in troubled times: who is the king of wandering?
Fourth back to the future era: force the strongest 5G, cloud preface on everything?
Literally, cloud games are online games based on cloud computing and 5G communication, essentially interactive online video streaming. The original intention is to reduce the cost of hardware input and achieve the popularity of top 3A games. In the cloud game mode, the operation of the game, screen rendering and other demanding jobs with high hardware power are transferred from the player to the cloud. The user only keeps the input of the operation signal and the decoding of the picture. The technical structure of cloud game itself is not complicated. Since the commercial landing of 5G in 2019, cloud games are accelerating from concept to reality. But why do we need cloud games? If you do not know where to go, you will have to understand the development of cloud games. In the field of computers, the computing power of computers is as valuable as gold in the era of commercial computer production controlled by EMC and IBM. The dilemma of computing power has inspired the time-sharing operating system, which is the later UNIX, which enables many people to use a mainframe or a workstation at the same time. At that time, people used computers through a display terminal and a keyboard, and a data line connected to a mainframe. The calculation modules are in the computer room, and are connected to users by data lines. Yes, this is the earliest cloud computing. And computers began large-scale business, and chips entered the age of Moore's law. Windows and Intel work together to let computers enter thousands of households, resulting in the low cost performance of cloud solutions and gradually becoming the solution that large computing centers will use. As Moore's law began to fail, computing power on personal computers began to reach a bottleneck. After the cloud computing is mature, the computing power price of cloud computing begins to decrease significantly, and the trend of computer returning to cloud computing appears again.
The core driving factor of cloud games is the commercial landing of 5G. According to the data released by Gu Geyun game platform Stadia, under the 4G network, the hourly traffic consumption of the basic 720p resolution service is as high as 4.5GB, the bandwidth occupied by 10Mbps, and the 4K resolution is 3 times that of the data, which can not be implemented on a large scale in the 4G Era. 5G's "edge + slicing technology" provides a logical special channel for cloud games to ensure the stability of user experience. Following the barrel theory, the commercialization of 5G has become the last puzzle of cloud games. At the same time, the low hardware configuration has become a stumbling block for the further development of China's game market. In game production, there is a concept of "3A masterpiece", which usually refers to high production cost, high world view capacity and high production quality. 3A games occupy a larger local space, less than dozens of G and more than 100, and storage space has to face operational configuration problems. According to QuestMobile data, in 2017, more than 70% of China's gamers had a terminal price below 2000 yuan, less than the 3A game configuration requirements. The high threshold limits the popularity of 3A games, leading to the fact that 3A players are deep players who are willing to smash money to buy equipment. All along, Chinese game players have an invisible disdain chain. On the PS4, Xbox and high matching computers, 3A despises the online game, despises the big online games, and plays the basic online games. This scorn chain follows the ladder of quality of game making.
A game that is easy to understand and despises.
In fact, no matter in the depths of any era, there is no upper limit for players' requirements for game experience and picture quality. For example, the Nintendo switch game "Animal Friends Club", which is the latest popular ticket circle, reflects the common pursuit of domestic players for high-end production, interesting play and high quality immersion experience. Players who do not play page games or basic online games do not want to play 3A, but the objective conditions limit their imagination, and this part of the demand is difficult to release. What cloud games need to do is to enable people to play 3A's top masterpieces with 2000 yuan mobile phone. This will be an unprecedented reduction in dimension.
Source: Everbright Securities Research Institute Four is the field of subversion, the eve of fighting? Overlooking the cloud game industry chain, from top to bottom, the participants in turn are: 5G network operators, cloud computing service providers, cloud game developers, cloud gaming platforms, terminal devices. 5G network operators provide 5G communication network with high bandwidth, high concurrency and low latency, providing network speed infrastructure for cloud games, such as mobile, Unicom and AT&T. Cloud computing providers provide cloud computing power as players' cloud CPU+GPU, and the main players are Tencent cloud, Jin Shanyun and HUAWEI cloud. Cloud game developers (CP) provide native cloud games or smooth existing cloud games, such as EA, Activision Blizzard, and Tencent games. The cloud game platform provides players with a point to play game platform, which acts as a user entry, connecting CP to players, such as PSNOW, Stadia, Mickey swims, and Tencent. Terminal equipment is the ultimate bearer of all the above links, presenting the game screen to the players.
Panorama of cloud game industry
Source: China information and Communication Research Institute Looking back at the development path of information technology and game industry, from host game to terminal tour to page tour and hand tour, all previous iterations and upgrading of technology have brought about changes in the game industry from aspects of content form, market size, industrial structure and industrial chain. Cloud games will create huge waves in the four fields of terminal equipment, game content, payment mode and distribution channel. Terminal devices bear the brunt. Since most of the data computing and image rendering processes are transferred to the cloud platform, all kinds of interactive screen terminals will become the terminal of cloud game services in the future without having too high hardware configuration. The importance of terminal devices to game experience will be extremely weakened. Under this premise, the "arms race" of terminal devices in CPU, memory, hard disk, battery capacity and other hardware configurations will slow down. The positioning of host devices such as PS4 and Xbox will be slightly embarrassed. It may be replaced, and it may also merge with emerging game devices such as VR. After throwing away the yoke of hardware configuration, VR/AR/MR and other emerging game devices will also accelerate maturity. Cloud games and VR/AR are the two areas that 5G landed earlier. The development of the two is complementary to each other. The introduction of VR/AR devices to cloud games will bring more innovative gameplay and new game experience. For example, the scenes of Hollywood science fiction movie "number one player" directed by Spielberg belong to VR Technology. In the live broadcast of the opening ceremony of the 2018 KPL spring finals, Tencent realized the virtual game characters and live performances with AR technology.
Screenshots of movie number one player In recent years, shipments of new hardware represented by VR/AR have increased significantly. According to IDC data, in the first quarter of 2019, global VR/AR shipments reached 1 million 300 thousand units, an increase of 27.2% over the same period, of which VR accounted for 96.6%. The top five shipments were SONY, Facebook, HTC, Pico and 3Glasses. Because cloud games essentially compress the rendering of the cloud into video streams and push them to the user side, the importance of the video codec chip of the terminal equipment will greatly improve or become the main competitive point of the terminal hardware in the future. In the era of cloud gaming, 5G+ cloud computing +AI has taken wings for game production. The shortened game acquisition process is conducive to the overall development of the game industry. Easy to play and easy to replace other games, the reputation value of quality cloud games will be highlighted. In those days, FC relied on the RPG SLG games that had never been sold on the arcade, and sold about 60000000 games. PC games relied on the game of RTS, which was never seen in the host computer, and the online game of dot mouse, which gave birth to the memory of a generation such as Legend of Sword and Fairy and legend. Hand travel has become the mainstream of the industry through highly interactive touch-screen games. It can be imagined that cloud games will also be born with games that have never been seen before. The breakthrough of new technologies such as cloud and AI has been applied to cloud game development. The maturity of AI and cloud has been applied in the game industry. The creation platform based on Cloud Architecture and AI can provide centralization of computing support, and cloud collaboration will also greatly improve productivity. At present, EA has used AI technology in the game development level, such as creating more intelligent NPC, game screen and automatic creation of music, etc. NVIDIA has applied AI to image rendering.
The left is the real photo, and the right is the AI rendering effect of TensorCore.
Cloud games can provide more effective digital copyright protection for developers. In the application scenario of cloud games, the installation packs of the game are located on the cloud server side. The copyright protection is also transferred from the user equipment to the more controllable server, with higher security and better traceability. The interests of game developers are better protected, and there is a greater desire to develop cloud games. Games have become one of the most important spiritual consumer goods in modern society, and their needs will be prosperous for a long time. In payment mode, cloud games may increase subscription mode in existing one-time purchase and "krypton" mode. In the age of cloud games, players no longer need to buy high hardware devices and turn to buy cloud game services. The integrated cloud gaming platform is expected to bring about the rise of subscription membership mode, while supplemented by multiple in-game fees, thus forming a new multiple payment mode. At present, most domestic and overseas cloud gaming platforms have adopted subscription mode, such as Google stadia, MI goo quick tour and so on. When digital music transfers from free download to subscription mode, the overall revenue is greatly increased. The lowering of the top game threshold is expected to break down the "despising chain" to a certain extent, bridging the boundaries between different players, and realizing the interoperability of global host games, end trips, page tours and hand games players. In addition, the "isolated island" of the cloud server will change the "mainland" to build a more realistic and larger network society. Stronger social and more diversified psychological needs may push up the ARPU value (per user average income) to bring wider space for payment. In short, the cloud game "money" scenery is very bright.
Original server "isolated island"
Cloud servers connect "isolated island" to "mainland" The game industry is currently "channel is king", but the era of cloud games or will achieve "content is king". High quality CP is expected to get a higher profit sharing, while the channel side will usher in the emergence of new distribution channels such as live and short videos. The monopoly position of existing game distribution channels is no longer in the era of cloud games. At present, the domestic game market, in addition to the few big head factories, is still committed to exploring new themes and new ways, and constantly improving the quality and experience of games. Most of the other game manufacturers are still developing games that lack new ideas and highly rely on promotion, such as various legends. Therefore, in the division of interests, the issue side took most of the cake. The application store of mobile phone manufacturers is the most important game distribution channel at present. HUAWEI, OPPO, vivo, Meizu and other domestic manufacturers of application stores constitute a "hard core alliance", the total market penetration rate of 64.38%, ranking first in the channel. Tencent application treasure market penetration rate is 48.32%, 360 mobile assistant market penetration rate is 23.54%. As the hardware manufacturers and the third party application stores have already established a solid user base, they have the strongest bargaining power in the issuing link and can get the 30%-50% of the total flow.
Game industry chain flow splitting mode Data source: China hand travel prospectus, Everbright Securities Research Institute The core of game industry development is always better content. The emergence of cloud games is to help high-quality content stand out and not be monopolized by domestic game distribution channels. Due to the characteristics of instant play, the issuance of cloud games may bypass existing application stores and form a new distribution mode in live broadcast sites, player communities and information flow platforms. Because cloud games are essentially interactive online video streaming, this will break the boundaries between games and live broadcast, so that users can experience more smooth and more abundant quality games. For example, in a live broadcast scenario, users can view the live broadcast of the anchor by using the first or third angle of view, and even join them to interact with the anchor. In addition, in the information flow advertising scenario, users can open the game after they see the game advertisement, which will greatly enhance the advertising conversion rate and profoundly change the advertising mode of the game industry. All these will weaken the monopoly position of the existing channels. B station, fighting fish, tiger tooth and other players gathered in the network community, may become the next generation of channel king.
Map of channel change path in cloud game era
Photo source: Everbright Securities Research Institute IHS Markit data show that in 2018, the global cloud game market scale was 387 million US dollars, and it is expected to exceed US $500 million at the end of 2019 and reach US $2 billion 500 million by 2023. In the subregion, Japan is the largest cloud game market with the size of US $178 million, and the United States ranks second.
World cloud game market scale in 2017-2023 years Data sources: IHS Markit, the white paper on the development of cloud gaming industry. Look at the Chinese market, AI media consulting data show that in 2018 the scale of the cloud game market is about 630 million yuan, the overall size is small. With the help of 5G landing, the industry will enter the fast lane of development, and the scale of the market in 2023 is expected to impact 100 billion mark. It is estimated that in the next three years, China's cloud game users will maintain a relatively high growth rate. In 2021, the scale of cloud game users is expected to reach 373 million.
Photo source: AI media consulting AI media consulting analysts believe that the increase in the size of the medium and short term cloud game market is mainly benefited from the increase in the scale of cloud game users, and with the enrichment of cloud game content and the improvement of user experience, users' willingness to pay and the level of payment will rise accordingly, when the ability to cash in the cloud game platform will also increase, and the scale of the cloud game market will continue to grow at a high speed. Although cloud games have many advantages for game developers and users, there has not yet been a large-scale industry landing, and the market landscape is blue. The historic blue ocean opportunity market is waiting for the king to come. A capital opera that combines vertical and horizontal ties is slowly beginning. Who is the king of wandering? ? Last year, the cloud game market became more and more lively, and the competition among the giants grew fiercer.
The giants, based on their own traditional strengths, choose from different angles. They can be divided into three main categories: content creation, cloud computing and traffic flow. The first is to break through the game research and development content providers to the platform. Its core competitiveness lies in its rich content creation ability and precise control ability to players' needs, representing players as Tencent and cables. Ni, Valve. The second category, based on cloud computing services, extends the Xiang Yun gaming platform. The core competitiveness lies in the powerful computing power. It represents the three giants of cloud computing: Amazon, Microsoft and Alibaba. The third is the breakthrough of Xiang Yun gaming platform with software and hardware terminals as traffic entry. Hardware represents players for apple and OV, and software represents players for Google and Facebook. As of 2019, there were more than 150 companies, of which 23% were cloud computing companies, 19% were software companies, and 7% were Hard Suits Inc. The golden game is booming, and the cloud game market is on the eve of the Warring States period. In 2009, at the GDC Game Developers Conference in San Francisco, the world's first cloud gaming platform Onlive came out. But limited to the average 9.54Mbps bandwidth of the US family at that time, the overly advanced Onlive was eventually dropped off because of poor experience of playing, too few paying users, and founder's error in operation, and was repeatedly swept away by SONY in 2015.
As the host of the host game, the layout of Sony in the field of cloud games is the earliest among all the giants. It first acquired the direct competitor Gaikai of Onlive in 2012, and has the ability of independent cloud game service. Also launched the Play Station Now cloud game service in 2014. Players can "cloud stream" on PC to experience games on PS4, PS3 and PS2. After SONY acquired Onlive in 2015, the patent technology of the latter was all injected into PS N. According to IHS Markit data, its cloud gaming platform Play Station Now occupies 36% of the global cloud gaming market and takes the lead. Google unveiled its cloud gaming platform Stadia at the GDC Google Developers Conference in 2019. In April 9, 2020, it was fully open free of charge in 14 countries (excluding China). With Gmail account, it was free to get the pro version of two months (4K+ surround sound) experience qualification. A little base version (1080p+ stereo) was permanently free. Currently released free games include "destiny 2", "GRID" and so on. Before the launch of Stadia in 2019, Google had nearly 10 years of layout in the cloud game area. In 2010, Google bought the game codec technology company On2. Technologles first test water temperature; released in 2013, TV screen hardware ChromeCast, found that the most potential and currently missing in television is the content of the game; in 2014, Google acquired cloud gaming technology company CiiNOW, and continued to increase its code in this field; in 2016, after secret internal recruitment and selection, Google secretly launched the Yeti project in a single family villa in Silicon Valley, 3 years later. The project is renamed Stadia. Google, known as the "outsider" of games, is quite serious this time.
Pax West's stadia trial live, pictures from the network The traditional giants are weak and eager to step in. As a big producer of 3A, EA began to work on the development of cloud original games (cloud-native). In 2018, the engine + service game development platform ProjectAtlas was launched, integrating AI, cloud computing and other technologies to provide one-stop development experience for cloud game developers. At present, dozens of game studios are using the platform to develop cloud game components. NVIDIA launched the GeForce Now platform in 2015. Microsoft and Valve have launched Project xCloud and Steam Live platform. Microsoft also launched the Xbox cloud game service Project xCloud running on the Azure cloud computing architecture in 2018, and players can experience the game in the various devices through various devices. Amazon is planning to launch a cloud gaming platform named Project Tempo, which will be launched in 2020. Amazon's position on the Project Tempo platform is unambiguous and simple: it can compete with Google's Stadia, Microsoft's Project xCloud, and NVIDIA GeForce NOW. In May, Amazon game studio took 5 years to build the large MMORPG (large multiplayer RPG) game "new world" will be formally launched. Under the support of AWS cloud technology, there will be no upper limit on the number of players who will invest in a siege war. Thousands of players will also engage in siege operations without causing the player computer Caton. Amazon's ambition in cloud gaming is not just a cloud platform, but also a top-level cloud native CP. Among the domestic players, Tencent is the most important. Recently, the most active is HUAWEI. Tencent is the overlord of China's game industry. The game business contributes 30% of the total revenue of the company. The layout of the cloud game area also shows the momentum that it must win. At present, there are at least four Tencent games, namely, START cloud games, Game Matrix and Tencent cloud cloud game solutions. That is, playing together with Intel, positioning the public C terminal, aims to truly achieve the opening of thousands of cell phones can play 3A; START positioning slightly high-end C end players, aims to cover more terminal devices such as television, to achieve the innovation alternative to the host; Game Matrix and Tencent cloud cloud game solution is for B end game developers, for cloud native games development empowerment. In addition, the company's WeGame is the largest PC game distribution platform in the country with the largest number of daily live users, and has the advantage of end side distribution channels. Tencent is also promoting its classic game "cloud", which constitutes a closed loop in the three fields of platform, distribution and content.
Tencent internal team differentiation "horse racing" Photo source: AI media consulting Whether in the game area, or in the cloud computing market "attack", Tencent in the cloud Game track can not wait, can not be slow, can not be lost. HUAWEI's layout in the cloud game area is pushed by HUAWEI cloud, and cooperation with game developers is the main strategy. If we seize the historic opportunities of cloud games, HUAWEI cloud can achieve post attack counterattack. HUAWEI can be added to the new growth point of game business, which has great strategic significance. At present, HUAWEI and NetEase Lei Huo game division jointly set up a joint innovation laboratory for cloud games. HUAWEI cloud joined hands with each other for 37 mutual entertainment, releasing the first ever running game on the HUAWEI cloud. In terminal business, HUAWEI has actively deployed VR glass devices in addition to the huge traditional advantages of smart phone users. HUAWEI is also working with Tencent games to explore new technologies for cloud games and game engines. The cooperation between HUAWEI and Tencent is worth pondering. HUAWEI has terminal hardware devices, that is, mobile phones do not have game content. Tencent is the dominant player of game content without hardware. Both of them have underlying cloud computing technology, namely HUAWEI cloud and Tencent cloud, but the market share of the two clouds is also less than that of old friend Ali Yun. Each takes advantage of his strengths. In 2014, Ali began to enter the game industry on the platform of mobile games. In the same year, he launched the "family digital entertainment ecological cooperation" and released the cloud game platform. The first games included "best speed car", "live soccer 2014", "NBA2K14" and so on. In 2015, Ali mobile business group UC nine tour integrated Ali tour business, the next year UC nine tour turned into "Ali game". In 2019, Ali launched its own brand new game brand, "interactive entertainment", and launched a IP video game linkage. In September 2019, Ali cloud joined hands with Ubitus, the official partner of the company, and officially released the solution of the business cloud cloud solution of Ali cloud, providing testing, operation and maintenance of the game developers with a full range of services.
? Source: Ali official website Ali's biggest advantage is Ali cloud's bottom tier service capability, and the short board is content, which is related to genes. At present, the layout of Ali in the field of cloud gaming is slightly less than that of Tencent and HUAWEI. As a representative of the operator, China Mobile has the best layout for the cloud game and is in front of Tenghua. "Mobile phone play host game" is the opening screen slogan of mobile APP. It has indeed been implemented early on the mobile phone, that is to say, play host games, such as assassin creed Odyssey and Titan fall 2, showing a strong game content supply chain. The platform uses the time plus subscription payment system. After 39.9 yuan opens the monthly card, the user still needs to pay 1.9 yuan / hour's expense, this kind of user rents the host to the platform through the handset to rent the game dish.
I try "assassin creed Odyssey", the quality is very good, the delay is very low. In normal calculation, an average player plays 3 hours a day, and the cost of a month is about 210 yuan. According to AI Media Consulting survey data, China's cloud game users are willing to pay only 200 yuan / month or more, accounting for only 2.8%. However, as a pioneer in mobile long-term layout of entertainment games, Mickey's performance in the field of cloud gaming is indeed bright. The cost of future platform will decrease with the commercial application of cloud games and 5G technology, and the prospects will be considerable. Force the strongest 5G, cloud preface on everything? In 2000, the 7 departments such as the Ministry of culture jointly issued the "opinions on the special management of electronic game sites". The production and sale of all electronic game equipment and accessories in China are checked. China has missed the golden age of host game development. It is a blessing in disguise, similar to the Chinese way of payment skipping the check and credit card directly into the mobile scanning mode. At the moment when the 5G network opened the commercial landing, the development of China's game industry directly crossed the cloud game era.
The large-scale popularization of 5G requires catalytic application of killer applications of severe traffic consumption, and cloud games are the "killer applications". From the point of view of the development of the operator network, 1G is analog communication, and can only make calls; when it comes to 2G, it realizes the transmission of text information outside the telephone; to the 3G, the upgrading of technology enables users to browse simple text and web pages; 4G provides a fast developing network environment for the mobile Internet industry, and the popularity of long and short videos and live broadcast. After landing 5G, cloud games, VR/AR live broadcast and other applications will break through the existing network bandwidth constraints, and the era of more prosperous mobile Internet will soon be opened. The large game screen is rendered by computer and has the natural characteristics of high frame rate, high resolution and high color depth. It can directly improve the utilization ratio of 5G network of operators and speed up the popularity of 5G in C. The unit time traffic consumption of cloud games is expected to reach more than 4 times that of streaming video. It is the sharpest killer application in the 5G era. The development of 5G is still in its early stage. SA standard and network deployment need some time to deliberate. Cloud games will become an important characteristic business to embody the advantages of 5G network. Cloud game has become the first landing site for 5G business. It will set up benchmarks for 5G industry, which will provide some reference for other industries in terms of technology standards and business models, and accelerate the landing of 5G in driverless, intelligent manufacturing, smart city, industrial Internet and other fields. The dramatic reduction in the cost of 5G by cloud games will accelerate the popularity of 5G. In addition, 5G cloud games will greatly liberate the computing power, memory and storage hardware configuration of intelligent terminals, which will help reduce the cost of 5G terminals. The reduction of terminal cost will play a key catalytic role in accelerating the popularization of 5G, and will greatly promote the scale development of 5G landing application. Cloud games will also force the most powerful cloud computing.
Cloud games also put forward higher capability requirements for cloud computing. Cloud games are not like 4K HD video that can be buffered and downloaded. To achieve a good low latency real time gaming experience, the server room should be as close as possible to users. Multi access edge computing is a kind of network architecture. Its basic idea is to migrate some computing power of cloud computing from the "centralized" computer room to the network access edge, creating a service level environment with high performance, low latency and high bandwidth, and accelerating the response speed of various contents, services and applications in the network, and improving the player's network experience. For example, large games usually converge large numbers of users in concentrated time. This requires that edge computing can quickly call cloud computing power, design flexible architecture, stretch flexibly, and meet the intensive demand of users. It is estimated that deploying the application server on the edge of the wireless network can save up to 35% of bandwidth usage resources between the wireless access network and the existing application servers, and effectively reduce network latency. The birth and development of cloud games rely on high-performance network transmission. The emergence of edge computing is a new gateway for cloud games. Before the car has the mirror, the game has been the main promoter of the development of information technology.
Before 1960, the main form of computers was mainframe computers, which were available only to the US military. The only civilian area was the handheld calculator. Pong, which was launched in 60s, was developed by Atari company. It is the first video game that has been commercially successful in history. Its success has opened an extremely large market for integrated circuits except for calculators. It can be said that the game has opened up the brilliant application of integrated circuits in various fields. In 1999, Nvidia invented the GPU (image processing unit) for the sake of higher quality rendering of game pictures and achieved great commercial success. The profits brought by game applications support the huge investment Nvidia needs to expand to other fields.
In 2006, Nvidia released the universal parallel computing architecture CUDA, which indicates that GPU computing power is no longer limited to game usage, but also solves the problems of productivity in the fields of Commerce, industry and science. Thanks to its huge sales volume and lucrative consumer business, NVIDIA has the ability to invest heavily in R & D and eventually achieve productivity applications such as GPU. According to NVIDIA, the company has invested nearly $10 billion in converting GPU to more general computing tools since CUDA. In 2020, the rule of history is repeated. Cloud games will become the integration of 5G, cloud computing and AI capabilities, laying the foundation for the next step for the productivity department, and opening the preface of cloud in the 5G era. The white paper on the development of cloud gaming industry, China information and Communication Research Institute Game and information revolution: do you know where to go before you ask? Kong Rong, Everbright Securities Research Institute "Cloud game wind up, industrial chain remodeling", Lin Qi Xian, Yuan Weijia, Shen Wan Hongyuan research Where is China's cloud game business model? Shi Weijing, Dongxing securities "2019 China Cloud gaming industry special research report", AI media consulting "Three years, one sword, thousands of comments, Google cloud game playing smashed?" "DougLong, the light year of Jia Zi Cloud Games: a new outlet for the 100 billion game market, selected by Lok Ching think tank
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