[Windows Central] "It's literally tens of millions of hours." Xbox CEO Phil Spencer on Xbox Cloud Gaming's "dramatic growth,"

Topher

Identifies as young
How's Xbox Cloud Gaming doing? Pretty well, it seems.

A few years back now, Microsoft introduced Xbox Cloud Gaming to the world, after years of research and rumors. As Microsoft Azure's cloud infrastructure expanded and matured, so too did Microsoft's opportunity with Xbox Cloud Gaming.

Now, we've seen the service expand, improve massively in quality and speed, gain a huge array of Xbox Cloud Gaming accessories, and now, you can even stream an expanding variety of games you actually own. Are people actually using it though? The answer seems to be a very definitive "yes."

In a recent interview with iJustine, Xbox lead Phil Spencer described where the platform is heading, and how well Xbox Cloud Gaming has been performing in recent months.

"We always tend to just follow where we see people playing. It's just been amazing to see the number of people now that are playing Xbox via cloud. It's literally tens of millions of hours every single month, and growing dramatically."

Yesterday, Microsoft shared (via @Welfare_JBP) a recent GDC session on Xbox Cloud Gaming, and included a full breakdown of how users are engaging with the platform. Surprisingly, Xbox One takes the lion's share of use, as more and more games skip native Xbox One versions in favor of Xbox Series X|S and Xbox One cloud streaming. Very close behind is smart TVs. The modern Samsung range has Xbox Cloud Gaming built in, which is quite handy.

Surprisingly on the low ebb is smartphones, which is where I think many would've expected more use. I think the reality is that smart phones and touch controls aren't a great experience, owing to screen size. Most games are simply designed for TVs, with zoomed out cameras and smaller fonts.

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In the GDC talk, Microsoft explained a variety of new ways Xbox developers can leverage cloud gaming, including cloud-aware user interfacing for scaling on smaller screens, unlocking the 16:9 aspect ratio to adapt more screen sizes, and much more.

Indeed, most of the issues around Xbox Cloud Gaming, Xbox Play Anywhere, and more, simply represent development hours and polish. Spencer acknowledged some of the issues fans are running into "discovering" the Xbox ecosystem on PC, noting "we have a lot of work to do there."

Only yesterday I wrote an article complaining about how the Xbox app on PC handles library curation, which is inexplicably showing Windows Phone games recently. A source confirmed to me that, that, was in fact a bug — part of on-going work to unify Xbox's store listings between console and PC.

"Obviously with people finding Xbox on PC, we have a lot of work to do there. We've teased and talked about handhelds, and I'm very excited because we both travel some, and sometimes you can't always take your console or whole gaming desktop with me."

But it is really about building the experience around the person — and that's the part that gets me most excited, not a single device at the center. It's not one game. It is the player at the center, making sure all of your games are available, all of your save games all of your entitlements are available wherever you go."

As someone who is actively using Xbox Play Anywhere, I share Spencer's excitement for the future of the platform — but execution is absolutely key.



Interesting info from Welfare Welfare
 
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I'm looking forward to trying out Indiana Jones on it as my PC is too old for this ray tracing malarkey.
 
I promise you these numbers are b******* if they're coming from Microsoft. Just them manipulating numbers toward an agenda. Such a dishonest company who would trust anything they say at this point.

Cloud gaming has always been a solution looking for a problem and is still completely unviable for most gamers.

Good luck with that Phil.
 
It'll never be worth it.

Even if they build datacenters every 20 miles all around the world, by the time they do, every smart device will be powerful enough to run anything directly anyways.
 
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Don't have xcloud in my country but I take my controller every time I travel and it works surprisingly well after hearing it is supposed to be total garbage.
 
"We always tend to just follow where we see people playing. It's just been amazing to see the number of people now that are playing Xbox via cloud. It's literally tens of millions of hours every single month, and growing dramatically."

That's where you tell us the number of people, Phil...not your usual engagement bullshit
 
I just wanted to point out that tens of millions is not very much. So let's say the average player is playing 5 to 10 hours worth per month, that would be one to two million users. Even if you double that number it's not good.
 
I just wanted to point out that tens of millions is not very much. So let's say the average player is playing 5 to 10 hours worth per month, that would be one to two million users. Even if you double that number it's not good.
Yeah, either subs dropped drastically or people pay but don't use.
 
Interesting that the Xbox One is doing well and phones/mobile not. It is hard to extrapolate success though based on what was said other than use has increased.
 
So how long until they start to limit monthly hours like Nvidia is doing with Geforce Now? Because it's unsustainable just like offering day1 games for the price of the sub.
 
I would never want to have my full gaming experience be cloud only, but it is pretty convenient to be able to sneak in a quick round of Blue Prince on my phone in between meetings at work, and then have that progress waiting for me when I get home on the actual console.

It still sucks for almost anything that is timing based though.
 
it's literally tens of millions of hours...
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It's made it possible so I can continue to play. We have a single TV in a small house with children. I love to play M rated games, but I'm not going to do that with my wife and children at home in the living room. I grab my Steam Deck and it plays really well. The bonus is, once everyone is in bed, I can throw it back onto the TV and continue where I left off on my Series X. It's very convenient.
 
most of it probably Fortnite, as it's free to play on their cloud service, it works on touch devices with touch controls, and it's more responsive than playing it natively on many mobile devices.

so a lot of kids probably use Xbox cloud streaming as their main way to play Fortnite. they even are thinking about limiting the playtime because it's so popular.

all you gotta do is google "play Fortnite" and the among the top google results is a link to play it over xCloud.
 
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Now that I am on a larger screen and not squinting at the chart in my phone, I am little bit less impressed. When I see smart TVs matching the largest user groups, it makes me think those groups are smaller than I would have expected. There is no way a significant number of gamers are streaming directly from smart TVs. Or, is an Xbox branded TV next on the rumor list?
 
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Lies No GIF


Microsoft and numbers are always dodgy, eg. cloud gaming to them probably includes people visiting Microsoft.com
they make up fake statistics, pretend like those fake statistics are what they really care about, then shut down the product because it doesn't make actual money (the only statistic that matters). They don't just do this with Xbox btw. And actually they're not the only tech company that does that, Amazon pioneered it.
 
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