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Old Man Hot Take: PC gaming will "change" (never say die) as we know it if prices remain high for too long.

In the future "cloud gaming" is likely to be the standard rather than an option.

I don't like that either, and I won't participate in it, but it's the most likely future.

Yeah, sure. It's been here for 15 years, but NOW is the time.

Even with a solid connection and servers nearby it's still garbage. What could possible make it better? It was decent enough trough OnLive 15 years ago. It's still decent at best.

Imagine being forced to use cloud gaming to play indie games. It's like using a faulty sledgehammer to kill a bug.
 
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Yeah, sure. It's been here for 15 years, but NOW is the time.

Cloud gaming's core technical bottleneck, input latency, has dropped from the 150-200ms that made OnLive unplayable to roughly 35-80ms on services like GeForce NOW, thanks to edge server placement, low-latency codecs like AV1, and predictive frame delivery. The compute side improved just as much: GeForce NOW Ultimate now streams from RTX 4080-class GPUs at native 4K/120fps, hardware far beyond what most consoles offer, rented per session instead of bought outright. Equally important, the network layer finally matured alongside the server side, with widespread fiber (even in rural areas) and 5G solving the last-mile jitter and round-trip delay that crippled early streaming. Market data reflects this shift concretely, with cloud gaming projected to grow at a 46%+ CAGR through 2030 across independent forecasts. The result is a fundamentally different reliability and performance profile than a decade ago, not just louder marketing around the same technology.
 
Cloud gaming's core technical bottleneck, input latency, has dropped from the 150-200ms that made OnLive unplayable to roughly 35-80ms on services like GeForce NOW, thanks to edge server placement, low-latency codecs like AV1, and predictive frame delivery. The compute side improved just as much: GeForce NOW Ultimate now streams from RTX 4080-class GPUs at native 4K/120fps, hardware far beyond what most consoles offer, rented per session instead of bought outright. Equally important, the network layer finally matured alongside the server side, with widespread fiber (even in rural areas) and 5G solving the last-mile jitter and round-trip delay that crippled early streaming. Market data reflects this shift concretely, with cloud gaming projected to grow at a 46%+ CAGR through 2030 across independent forecasts. The result is a fundamentally different reliability and performance profile than a decade ago, not just louder marketing around the same technology.

It doesn't matter how high end the GPU is when I can see compression blocks in the distance while gaming. And that's with a wired connection. It also have to work flawlessly trough WiFi, including crowded apartments with lots of different signals.

Even if we had the infrastructure on OUR side, they still have to build millions and millions of cloud servers with the same expensive hardware we can't afford. And they have to maintain, upgrade and pay for all the electricity. The subscription price will skyrocket. They also can't beat physics.

Movie and music streaming is actually something people want. They can buffer, and even be downloaded and be played offline.

I don't have anything against cloud gaming. Enjoy it if it's good enough for you, but it's not going to kill physical hardware for gaming. Get more popular, sure. And if they collectively stopped making hardware, someone else would fill the void as long as there's demand for it.
 
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I don't have anything against cloud gaming. Enjoy it if it's good enough for you, but it's not going to kill physical hardware for gaming.

I assure you, I do not enjoy cloud gaming nor do I advocate for it. But the writing is on the wall. Every issue you're describing... compression artifacts, WiFi congestion, server costs... this is a snapshot of 2026 hardware and software, not a law of physics. Neural "game codecs" already in development skip traditional pixel compression entirely by predicting motion from your inputs, with early results showing ~40% better efficiency than today's best codecs, which directly targets the blocking you're describing. WiFi 7's Multi-Link Operation lets devices use multiple frequency bands at once, cutting latency roughly 60% versus WiFi 6 specifically in crowded, multi-signal environments like apartments, and it's shipping in modern routers, it's not hypothetical. On cost GPU price-per-performance has dropped every hardware generation for 20 years straight, and providers are already shifting toward distributed edge compute to cut both server buildout costs and physical signal distance. None of this needs a miracle breakthrough, just the same incremental curve every other gaming technology has followed, which is exactly why I said "within 10 years". A decade is a reasonable bet rather than wishful thinking. Not that I wish for streaming gaming to be the future, I'd rather be wrong about it.
 
I assure you, I do not enjoy cloud gaming nor do I advocate for it. But the writing is on the wall. Every issue you're describing... compression artifacts, WiFi congestion, server costs... this is a snapshot of 2026 hardware and software, not a law of physics. Neural "game codecs" already in development skip traditional pixel compression entirely by predicting motion from your inputs, with early results showing ~40% better efficiency than today's best codecs, which directly targets the blocking you're describing. WiFi 7's Multi-Link Operation lets devices use multiple frequency bands at once, cutting latency roughly 60% versus WiFi 6 specifically in crowded, multi-signal environments like apartments, and it's shipping in modern routers, it's not hypothetical. On cost GPU price-per-performance has dropped every hardware generation for 20 years straight, and providers are already shifting toward distributed edge compute to cut both server buildout costs and physical signal distance. None of this needs a miracle breakthrough, just the same incremental curve every other gaming technology has followed, which is exactly why I said "within 10 years". A decade is a reasonable bet rather than wishful thinking. Not that I wish for streaming gaming to be the future, I'd rather be wrong about it.
And how exactly is the writing on the wall? Because you think people are more willing to pay expensive subscriptions to avoid expensive hardware?

I don't disagree with you 100%, but I don't think it will take over local compute. It's simply something that's allowed to coexist with what we have today.
 
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I don't disagree with you 100%, but I don't think it will take over local compute. It's simply something that's allowed to coexist with what we have today.
You don't see a likelihood of people looking at local rendering as a prehistoric, primitive way of playing video games in the future? Like many today are perceiving disc based films or music as?
Convenience is probably the most powerful tool for tech companies in general, look what it's done in the domain of advertising, tracking and media consumption. Most people would sell their soul for a little more convenience, give up their rights and independence, right to repair etc.
 
And how exactly is the writing on the wall?

Sony's own patents prove you're still arguing from 2026 assumptions while they're already engineering past them. Their mid-frame cancellation patent (US 2026/0145067 A1, filed Nov 2025) kills a half-rendered frame the instant your input changes, attacking latency at the source instead of compressing around it, and their separate edge-caching patent stores cutscenes/audio locally on servers near you specifically to survive congested WiFi like apartments. Their asset-streaming patent ( EP4686499, "Asset Streaming System and Method," published Feb 4, 2026 via WIPO) goes further, running the executable locally for zero input lag while streaming textures/audio on demand, shrinking installs from 100GB to roughly 100MB. That's the exact console/cloud hybrid you claim is impossible, already filed and loaded for bear. This is Sony's own R&D roadmap, whereas step 1 'kill the disc' has already been implemented.

Meanwhile Xbox hardware sales dropped 29% year-over-year while Microsoft doubles down on cloud subscriptions, meaning the shift isn't a prediction, it's already showing up in this quarter's revenue. The economics come down to a simple shift in who bears the hardware cost. Consoles force every household to buy and eventually replace $500-1000+ depreciating hardware, while a streaming model spreads that GPU/computational cost across millions of simultaneous users on shared datacenter infrastructure, which is exactly why Microsoft's own Azure-based Xbox Cloud Gaming cuts distribution costs by roughly 70% compared to console-based delivery. Microsoft has already acted on this economics directly, expanding Xbox Cloud Gaming out of its old Ultimate-exclusive lock and into the new cheaper Essential ($9.99) and Premium ($14.99) tiers as of October 2025, even while simultaneously raising Ultimate itself 50% to $29.99. That's not charity, it's a platform holder deliberately widening the cloud-gaming funnel at every price point while cloud gaming officially exited beta entirely, confirming this is now core infrastructure, not an experiment.

Nintendo's cloud gaming footprint is already being utilized. Since 2018, the company has released roughly 15-20 "Cloud Version" titles on Switch, including Resident Evil Village and Control: Ultimate Edition, through a partnership with streaming provider Ubitus, letting the underpowered Switch run AAA games it can't physically render locally via a lightweight launcher instead of a full install. Proof cloud streaming is useful enough that even the most console-committed platform holder adopted its use.

In PC gaming land, well PC gaming already proved this model works, years ahead of consoles. NVIDIA's GeForce NOW lets someone with a cheap laptop stream games they already own on Steam or Epic, rendered on a remote RTX-class GPU, giving that machine the graphical output of a $500-plus card for a monthly fee instead of a full purchase. Services like Boosteroid and Shadow push this further into browser-based "cloud PC" setups, where even Chromebook-tier hardware just displays video and sends input, running zero actual game logic locally. The math against building a rig is brutal: a $5,000 dream PC would take roughly 21 years of GeForce NOW Ultimate payments to cost the same, by which point that hardware is already obsolete. This isn't a future hypothesis, it's live precedent that predates Sony and Microsoft's console-cloud pivot entirely, proving the economics already work for gamers who can't or won't drop thousands on hardware. GeForce NOW is currently running on RTX 5080-class server hardware and streaming a library of over 4,000 games, with continuous weekly updates

There's your writing on the wall. And that's all I've got left to say about this cloud gaming 2.0 streaming shitty future. I don't want it either dude, but I smell its stink on the horizon.
 
You don't see a likelihood of people looking at local rendering as a prehistoric, primitive way of playing video games in the future? Like many today are perceiving disc based films or music as?
Convenience is probably the most powerful tool for tech companies in general, look what it's done in the domain of advertising, tracking and media consumption. Most people would sell their soul for a little more convenience, give up their rights and independence, right to repair etc.
Not with the lack of infrastructure and technical issues with cloud gaming.

But sure, I might be wrong. In that case gaming might be fucked, because they will keep increasing the price, and we become slow boiling frogs. They will also throw in other restrictions behind paywalls like the 100 hour parental control recently introduced to Geforce Now Ultimate.
 
Sony's own patents prove you're still arguing from 2026 assumptions while they're already engineering past them. Their mid-frame cancellation patent (US 2026/0145067 A1, filed Nov 2025) kills a half-rendered frame the instant your input changes, attacking latency at the source instead of compressing around it, and their separate edge-caching patent stores cutscenes/audio locally on servers near you specifically to survive congested WiFi like apartments. Their asset-streaming patent ( EP4686499, "Asset Streaming System and Method," published Feb 4, 2026 via WIPO) goes further, running the executable locally for zero input lag while streaming textures/audio on demand, shrinking installs from 100GB to roughly 100MB. That's the exact console/cloud hybrid you claim is impossible, already filed and loaded for bear. This is Sony's own R&D roadmap, whereas step 1 'kill the disc' has already been implemented.

Meanwhile Xbox hardware sales dropped 29% year-over-year while Microsoft doubles down on cloud subscriptions, meaning the shift isn't a prediction, it's already showing up in this quarter's revenue. The economics come down to a simple shift in who bears the hardware cost. Consoles force every household to buy and eventually replace $500-1000+ depreciating hardware, while a streaming model spreads that GPU/computational cost across millions of simultaneous users on shared datacenter infrastructure, which is exactly why Microsoft's own Azure-based Xbox Cloud Gaming cuts distribution costs by roughly 70% compared to console-based delivery. Microsoft has already acted on this economics directly, expanding Xbox Cloud Gaming out of its old Ultimate-exclusive lock and into the new cheaper Essential ($9.99) and Premium ($14.99) tiers as of October 2025, even while simultaneously raising Ultimate itself 50% to $29.99. That's not charity, it's a platform holder deliberately widening the cloud-gaming funnel at every price point while cloud gaming officially exited beta entirely, confirming this is now core infrastructure, not an experiment.

Nintendo's cloud gaming footprint is already being utilized. Since 2018, the company has released roughly 15-20 "Cloud Version" titles on Switch, including Resident Evil Village and Control: Ultimate Edition, through a partnership with streaming provider Ubitus, letting the underpowered Switch run AAA games it can't physically render locally via a lightweight launcher instead of a full install. Proof cloud streaming is useful enough that even the most console-committed platform holder adopted its use.

In PC gaming land, well PC gaming already proved this model works, years ahead of consoles. NVIDIA's GeForce NOW lets someone with a cheap laptop stream games they already own on Steam or Epic, rendered on a remote RTX-class GPU, giving that machine the graphical output of a $500-plus card for a monthly fee instead of a full purchase. Services like Boosteroid and Shadow push this further into browser-based "cloud PC" setups, where even Chromebook-tier hardware just displays video and sends input, running zero actual game logic locally. The math against building a rig is brutal: a $5,000 dream PC would take roughly 21 years of GeForce NOW Ultimate payments to cost the same, by which point that hardware is already obsolete. This isn't a future hypothesis, it's live precedent that predates Sony and Microsoft's console-cloud pivot entirely, proving the economics already work for gamers who can't or won't drop thousands on hardware. GeForce NOW is currently running on RTX 5080-class server hardware and streaming a library of over 4,000 games, with continuous weekly updates

There's your writing on the wall. And that's all I've got left to say about this cloud gaming 2.0 streaming shitty future. I don't want it either dude, but I smell its stink on the horizon.

I've mentioned earlier that Geforce Now is cheap now because it isn't that popular. If it becomes mainstream the price will probably skyrocket, and more stupid restrictions will be added.
 
Gonna be a lot of 10+ year old gaming rigs. Games will need to be made to work on really old systems. Drivers will need to be updated for really old video cards. I plan to keep my current system well past the 10 year mark. I am more than halfway there now.
 
I've mentioned earlier that Geforce Now is cheap now because it isn't that popular. If it becomes mainstream the price will probably skyrocket, and more stupid restrictions will be added.

Prices for subscription services go up when their subscriber base stops growing. It going mainstream would help keep the price more or less the same.

I don't think streaming is future. Hardware prices will come down eventually and consumers are turning on subscription services.
 
PC gaming won't change at all.
Everything is being affected by the h/w prices, there are no gaming areas which aren't, and PC in general has never been at the pushing edge of h/w, anyone with googling skills can learn this in about a minute.
The general h/w evolution will slow down across all gaming industry, h/w upgrades will be lower in performance gains and/or less frequent in both PC and console spaces.
And this will not affect gaming at all as games don't need new h/w to be made. I'm not the one to say that current h/w is "enough" - it's not, there are still a lot of ways to improve gaming graphics and logic from better h/w - but saying that something will change just because newer h/w is more expensive is just completely missing the way the industry functions.
 
PC gaming does offer the best visuals without question, but it also allows for people to jump in and play just about everything on cheaper hardware.

1080p pc gaming is still probably the majority.

I'll never understand why people think pc's are only used for the latest and greatest.
1080p PC all the way.
 
Prices for subscription services go up when their subscriber base stops growing. It going mainstream would help keep the price more or less the same.

I don't think streaming is future. Hardware prices will come down eventually and consumers are turning on subscription services.

Netflix increases all the time though.
 
Portable PC gaming is definitely dead now. It was just breaking into the market, too. I'm very upset about that.
Not a big loss honestly. Instead of quickly working to miniaturize and simplify itself to a point where the average consumer would buy in they kept pushing for MOAR POWAR and having even bulkier devices with the same mediocre battery life.

Android emulation handhelds are currently eating up that market and by the time Proton goes ARM and Nvidia gets into smartphone chips the handheld PC will be a relic of the past...
 
My 6900xt and 11700k still work great. Tech moves slow now.
If you buy a good machine it will last much longer than it used to.

Console generations will be further and further apart. Which means games will continue to scale down to low end PC hardware.
As people have stated, a 3060 still works today because a PS5 is roughly the same power.
Get something slightly above the PS6, and you will be fine for many years.
 
Not a big loss honestly. Instead of quickly working to miniaturize and simplify itself to a point where the average consumer would buy in they kept pushing for MOAR POWAR and having even bulkier devices with the same mediocre battery life.

Android emulation handhelds are currently eating up that market and by the time Proton goes ARM and Nvidia gets into smartphone chips the handheld PC will be a relic of the past...
Isn't Valve working on making your entire Steam library playable on phones? Sounds to me that handhelds will become greater than ever.

I'm more curious where this will leave Apple if they keep up their stupid restrictions while Android bloom.
 
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At this point I don't even care. I'm 40+, my backlog is significantly bigger than everything I've already played so far in my life. Add emulation. I'll never run out of good games no matter what happens to the VG industry.
 
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Get another job, u lazy basement dwellers! whatever the crocodile jacket guy or somebody like him set the price for you - PAY IT!!! like you've been doing for all those years. Don't dream about cloud-mamba-something. Just pay the price and stop complaining!
 
Rick And Morty Cartoon GIF


There's always a way - always. But mitigations usually need to build some momentum.
 
Isn't Valve working on making your entire Steam library playable on phones? Sounds to me that handhelds will become greater than ever.

I'm more curious where this will leave Apple if they keep up their stupid restrictions while Android bloom.
No not really. They're funding it but not really doing much of the work. Others are and I can assume that when the work gets to a state suitable enough for mass market that Valve will official drop this game support on phones.

I'm hoping for this because this will be the death knell to any sort of concept of cloud gaming if it gets popular enough
 
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No not really. They're funding it but not really doing much of the work. Others are and I can assume that when the work gets to a state suitable enough for mass market that Valve will official drop this game support on phones.

I'm hoping for this because this will be the death knell to any sort of concept of cloud gaming if it gets popular enough
I hope so.
 
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