And with their GPU's going into datacenters and a move away from CUDA lock-in to OpenCL (example: https://www.openwall.com/lists/announce/2019/05/14/1 ), they're in a great position to increase market share of GPU accelerated tasks like AI and deep learning.
I agree about Stadia in general. I wouldn't want it to become too dominant, especially since it's like DRM on steroids - you can't back up anything from there. In general, I don't think regular gaming stores that sell rather than rent games are going anywhere. I.e. GOG, Steam and others are going to stay around. As long as Stadia won't be pushing exclusives, things will be good, since some will always prefer to run games locally.
Since I assume Sony & Microsoft know this, and they aren't countering with a VR push but instead trying to match them with streaming, I suspect they judge the market either isn't there yet, or may never be there (on any business-realistic time scale). Or they just can't resist the DRM and lockin.
[1] https://www.defectivebydesign.org/
[2] https://www.defectivebydesign.org/what_is_drm_digital_restri...
All one needs is a screen with support (e.g. smartTV, chromecast, steam box), internet, and controllers. Classic game systems might be needed for another 5-10 years. Controllers & form factors matter (e.g. Switch, VR), but the "power" of PCs & game systems are no longer differentiators.
Not really sure the Sony and MS thing are a reaction, and I'm not sure Google's thing is so much a thing.
Some of Google's PR about how whatever it is they're doing is going to be all things (their statements have been strange IMO) could just be unfocused PR, or just an unfocused product.
(Technically, it is also available on Nintendo Switch, but there's also an arguably better alternative there.)
If MS and Sony wanted, they could have Vulkan driver for Xbox and PlayStation tomorrow, since they are all using AMD GPUs. And no one stopped Apple from supporting Vulkan on their systems either. They don't, since they are also lock-in jerks, which is exactly the point I was making above.
That is not really an accurate statement. Graphics performance is heavily dependent on the actual hardware design of the underlying platform. You can't wave a magic API-wand and have your executable or shader be magically fast on every hardware platform.
That is really an imagined scenario. An extremely tiny minority of games are targeted for such a wide variety of platforms. Real-time high-performance code is always tightly coupled with the hardware - if you want to squeeze performance out of hardware, you want to minimize abstractions to such a level as they don't hurt your productivity. If you're targeting consoles, you can maybe target the PC platform. But there is no way you're targeting the nintendo DS or a smartphone with the same codebase without major modifications to the graphics code.
On the contrary, most games are targeted for most platforms, to increase reach and sales as result of it. Only some exclusives of console makers are not doing that, and those are clearly outliers.
> Real-time high-performance code is always tightly coupled with the hardware
That's not common at all. Unless you want to beat modern compilers with assembly code, you only will produce something worse. Sure, there are are rare cases when using hardware specific features yields extra performance. Codec developers do that for example. But for games? Not usually needed. Shaders are provided in cross platform fashion (such as SPIR-V) and that's compiled into GPU machine code by the driver. And actual game code is commonly using some high level systems language (C++, etc.) + a scripting one.
Good performance is achieved by parallelizing the engine properly, since modern hardware is increasingly multicore.
Microsoft and Sony want to be relevant in a mobile world too...that's what this is all about. They both were shutout of the mobile piece of the pie in gaming, and they are coming back for it. Microsoft and Sony want their gaming ecosystem on mobile devices with the ability to cross-play with wired devices powered by their SaaS models, Xbox Live and Playstation Online. That market is much bigger than the market they've already captured.
(Things like Wine are effectively sabotage.)
Valve seemed to not make the final marketing push on Steam Machines, that I could see. Maybe because they realized that it wasn't coming together. And/or maybe it was intended as a warning, to not be forced out when MS was grabbing the app store.
Your idea of Valve in making a console themselves is interesting. They did get some limited experience with hardware, with the controller and the thin device. I don't know what all would go into some kind of manufacturing and branding partnership.
One thing that I think didn't happen is an initial loss-leader on the console, to bring people into the lock-in ecosystem, like the console companies might do. I don't see how the third parties had that incentive. And I don't know how loss-leader works if whatever anyone builds is just a commodity PC.
https://www.youtube.com/watch?v=qdz4b5psrhE
> The inside story of how DOOM came to life on Stadia. id Software delivers a bird’s eye view of real-world Stadia development from conception to execution. Learn how high-performance games are made on Google’s new streaming platform. Recorded at GDC 2019.