Microsoft Announces Cloud Streaming Tech, Project xCloud

Doris Richards
October 10, 2018

More than 3,000 Xbox One games, and those now in development, can be scaled for access across all devices on Project xCloud from today.

Microsoft is currently testing the service and will begin public trials in 2019 but has said that for now, its focus will be on bringing an "amazing added experience to existing Xbox players" and adding that Project xCloud is a multi-year journey. By the way, the Microsoft Azure data centers located in more than 140 countries and therefore for the successful implementation of the service Project xCloud already have a ready base.

Though Project xCloud will be extremely useful to gamers who don't want to download, it'll be a particular leap forward for mobile and PC.

To bring gaming high-fidelity gaming to any device Microsoft needs a fair amount of computational power which is why it has designed the Project xCloud Blade.


Online PC game distribution service Steam has an in-home computer to mobile device Steam Link service via app or dedicated set-top box, while, at the start of October, Google unveiled its Project Stream ambitions in partnership with French global studio network Ubisoft of Assassin's Creed fame.

Microsoft stated that they are focusing on delivering an fantastic and value-added experience to the existing Xbox players and on enabling the developers to scale to numerous new players across the devices. Microsoft says you'll be able to connect an Xbox controller to your phone via Bluetooth, but that's unwieldy when you're on the go. An ambition that has given birth to xCloud, which is that the libraries for Xbox and Microsoft to be available on all devices: PC, Xbox, smartphone, tablet. On this front, a new approach is being taken, with a game-specific touch input system that would provide the best possible response in a minimal footprint, so as to keep the option to play without a controller available and appealing. Right now in their tests, the streaming service runs at 10 megabits per second.

Problems Microsoft now face include low-latency video, frame rates, and supporting a large, multi-user network. For the telcos, the issue is not the singular demands of browsing, video or gaming, but the sum of all the parts. Microsoft researchers and developers are working on ways to combat latency, not just though new networking tech but through video codec refinements.

Other reports by Iphone Fresh

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