Digital delivery works as long as you have internet access.
Mobile gaming works as long as you have a mobile phone.
The factors involved to get a playable game streaming experience are massive blockers to this every taking off.
Every time they launch a new game streaming service, I fire it up, see that it's still utterly unplayable garbage, and walk away laughing at how many billions they've wasted. This isn't a matter of waiting for digital delivery to get more support, or waiting for mobile developers to make more games. This is a matter of someone figuring out how to solve the speed of light problem. Fourteen years after OnLive, no one's figured it out. And yet, they keep trying again, and again, and again.
The problem likely lies with your ISP or Wi-Fi network.
What speed of light problem are they needing to solve?
UK is 600 miles north to south, and 300 miles at its widest.
Speed of Light is 186.28 miles per millisecond. So it takes the light 3-6 milliseconds to cover one end of UK to the other, then back.
Current gen consoles latency at 60 fps is 70-80 MS. Nvidia has already beaten that, including both the game and network latency combined at below 50 MS for 4k.
30 ms or below gives a good experience for xCloud, up to 60 ms is playable, up to 100 ms for certain turn based games.
Some Cloud only users have latency in the 3-5 MS range, if they live in the 300 miles radius around a Nvidia or Azure datacenter. Most users manage between 20-50 MS range.
MS Azure, and Amazon AWS have vast array of datacenters across the globe and more being built yearly.
Streaming doesn't need to go faster than speed of light, just needs to have a datacenter in specific region to serve the needs of the userbase in that region.
Go to xbox.com/play stream Fortnite for free, then in Settings, enable Stats Overlay. I'm curious what ping, decode times, packet loss you get.