Cloud computing is, in a nutshell, location independent computing. It is when shared servers provide resources and software to computers and other devices (such as smartphones and tablets) on demand.
“The cloud” is not a new addition to our everyday lives, it has been used for quite some time in the areas of file-sharing and movie streaming. Services like Dropbox, Netflix and Pandora all utilize cloud-computing principles that allow you to access their resources via your own personal account anywhere in the world.
In recent years the gaming industry has started to use cloud-computing as well. Steam, for example, uses cloud-computing to store game settings and saves so that you can load them on any computer you log-on to Steam with. Even games like World of Warcraft have some minor cloud-computing principles in use; World of Warcraft stores player-created macros locally so that you can access them anywhere.
But what’s more interesting, and what this article is about, is the advent of playing video games via the cloud. Services like OnLive and Gaikai allow users to access and play games on their own computers using the hardware power of other computers and, just recently, I found out NVIDIA is offering the same. But is it all candy canes and lollipops, or are there some problems with cloud-computing in relation to gaming?