- il y a 2 jours
Cloud vs Console The Future of Gaming Platforms
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TechnologieTranscription
00:01Good morning, thank you very much for coming, thank you very much for being here, we're here to talk about
00:05cloud gaming, which is of course a giant trend in gaming, potentially the future, if you look at the way
00:12the industry is going, obviously you've got billion dollar deals taking place, huge amounts of investment, I was reading as
00:17well that the last three years the patents that have been filed for cloud gaming have gone up 300%, so
00:24there's clearly a big change happening and we're here to talk about it, and also talk about some of the
00:28challenges that the industry will face.
00:30I've got a great panel here, I've got a little bio for each person, but really the way to get
00:35to know them is to ask them what their favourite game ever is, so as I go through I'd like
00:39you to tell us, and the audience, what your favourite game is.
00:42Okay, so first we've got Michael Phan, who's a partner of Galaxy Interactive, a VC investor in video games, prior
00:48to joining Galaxy Interactive, he was chief strategy officer of Blade Group, responsible for launching the cloud gaming service Shadow
00:55in the US,
00:56but he also described himself earlier to me as a nerd from Silicon Valley. So Michael, what is your favourite
01:02game of all time? Put you on the spot straight away.
01:04Fallout, because this is actually the game that pushed me to learn English, and as a Frenchman it's really hard.
01:11Okay, we've got Wesley Ko, who's chief executive officer of Ubitus Inc. Wesley founded Ubitus, which is one of the
01:18leading cloud gaming providers, partnered with Nvidia, Nintendo, Ubisoft, Microsoft, Sega, and others, basically all of them, it looks like.
01:27Wesley, favourite game of all time?
01:28I like Final Fantasy, I was born in Asia, so it's more like a JRPG type, yeah.
01:33Nice. Olivier Alvaro is CEO of Blacknut, a cloud gaming company, and Olivier founded the company in 2016, and Blacknut
01:43is now the world's leading B2B premium PC cloud video game provider.
01:48I know you're going more B2C now, but we described it earlier as one of the biggest companies that most
01:53gamers probably haven't heard of yet. Olivier, favourite game of all time?
01:57Well, you know, as Blacknut, I like to discover games on the platform every month, and currently my favourite game
02:03is named Jackbox, which is a quiz game that we put on TV.
02:07You can play with all family without actually a controller, only with your mobile phone, so it's very easy to
02:12engage, and we have a lot of fun with it.
02:14Nice. Jackpot, did you say? I'll look out for it. So, first of all, I wanted to talk about cloud
02:20gaming in general.
02:21Perhaps the first person to speak could tell us, just in case some people here don't know, what is cloud
02:25gaming?
02:25And I wanted to start with, why is it the future for gamers? Not the industry, but let's stick with
02:31the gamers first.
02:31Why do you think it is the answer to all our problems? Wesley?
02:35Yeah, so basically you can think about cloud gaming like a Netflix game.
02:40So, like, you have a lot of video games, the file size is very large, require a very, you know,
02:47high-end GPU.
02:48But, you know, these days, because of AI booming, GPU is really, really hard to get.
02:52So, the beauty of cloud gaming is, have all the game rendering in the cloud.
02:58Of course, it's still high-end GPU, and it's like a Netflix video streaming to your end device.
03:04It could be a mobile phone, it could be a PC tablet, or a smart TV.
03:09So, I think this kind of a subscription service, like Netflix, give you hundreds or even thousands of games.
03:15You give a lot of variety, save your downloading time, and you don't need a very expensive hardware.
03:21So, I think that's really a great solution to the whole community.
03:25Do you guys agree? Put your gamer hat on, not your industry hat on. Why is it good for gamers?
03:31Yeah, so I think cloud gaming is really about, as Wesley mentioned, democratizing the access of games, you know, to
03:38the general public, right?
03:39Having a big console, a big PC, not everybody can afford it.
03:43Downloading games and buying games can be very costly.
03:46So, actually having access to a large variety of games, I think we have more than 700, you know, on
03:51most of the platform,
03:51is actually a nice way to bring, this very nice way to entertain yourself to the general public.
04:00As an investor, the way we look at the world is there are only three ways you can win in
04:04anything.
04:05You can either be the best, you can be the cheapest, or you can be different.
04:08When I think about cloud gaming, can you be the best? Probably not, in the current iteration at least.
04:14Can you be the cheapest? Well, cloud is known to be extremely expensive.
04:18So, how different can you be? Well, it's very convenient.
04:21If you think about cloud in general, one of the main reasons people are using cloud is because of convenience.
04:27And I do believe that what cloud gaming can bring to the users is that convenience.
04:32There's this stat that's very interesting, if you ask about the studios, right?
04:35You ask them, hey, what do you care about?
04:37What does it tell you? There are 30,000 new games that is released every year on Steam.
04:42So, how do you, you know, how do you make yourself known to the players?
04:47And because it's an interactive media, you need players to play that.
04:50So, if you ask a player to download a 30 gig every time before they can play anything,
04:55well, you're losing them, and you're losing $70 every time, right?
04:59So, now, if you can click on a button and start playing immediately,
05:02you're solving a distribution and marketing problem, essentially.
05:06And also, one thing that you haven't mentioned as well, I've found as well, is the hardware storage as well.
05:12It's not just about having the powerful hardware to play these games.
05:15It's also about the storage.
05:17I've got a Switch and a PS4 because I'm 100 years old.
05:21And whenever I want to get a new game, I have to delete another game.
05:24Whereas, of course, with cloud gaming, you don't have to worry about that.
05:27What about the industry?
05:28I think this is a kind of more obvious question, but let's just spell it out.
05:32Why is cloud gaming so good for the industry?
05:38From an industry standpoint, every problem related to technology becomes an optimization problem.
05:45You can think of every technology problem.
05:47In the end, it's an optimization problem.
05:49The best way to optimize anything is actually to centralize.
05:53I know there's a conversation about decentralization, especially from crypto,
05:57but if you think about the internet, it was decentralized initially,
06:00and it becomes more and more centralized.
06:01For a reason, because you want to optimize.
06:03Cloud gaming is a great way to centralize that information.
06:08Let me give you one example.
06:11Every time Apple releases a new version of their OS, there's a stat internally,
06:15and they have to track how many of the percentage of their user base have gone to the newest version.
06:21And it's never 100%.
06:23If you patch a game, your team is always thinking about how fast they can upgrade to the latest version.
06:32You solve that problem immediately with cloud gaming.
06:36Well, if I look maybe from another perspective, it's basically on the size of the market.
06:41For the moment, this industry was limited to basically people who can afford a PC or a console and so
06:46on.
06:47With cloud gaming, you are unleashing this and allowing basically everyone who has connected devices that can play video to
06:53access the games.
06:54So in terms of actually growth, it unleashes basically access to gaming to virtually everyone.
07:00And we have seen that there is a lot of appetite of people to play games.
07:04Entertainment is now the first way people use to spend time and to entertain themselves.
07:09So actually unleashing this to premium titles and to good titles is going to help the industry.
07:16So the access, the democratization, number of devices, number of people.
07:22Everyone on the planet now can play the most demanding games if distributed from the cloud.
07:27Because you don't need that initial purchase of the expensive hardware you just do per month.
07:33Anything else you think is good for the industry?
07:34I'm thinking particularly of, as a developer of course, so you mentioned this, the game is never finished.
07:41So you don't have to send the disc out and then do the software updates.
07:43Because you just press play and you play it in the latest version.
07:46What about things like in-game purchases and stuff like that?
07:50Will those kind of things increase with cloud gaming?
07:52Yeah, we've been working with all the three console gaming companies like Sony is our investor.
07:58We teamed up with Microsoft Striker 10 year cloud gaming cross-license deal.
08:03And Nintendo Switch, all the cloud games running on Switch today are all provided by Ubitus.
08:09So I think we already made cloud gaming same as native games.
08:13So all the things like DLC download, in-game purchases, those kind of things, we also achieve through cloud gaming.
08:20So you don't really feel the difference or different business model among traditional gaming and cloud gaming.
08:26And one thing I want to comment more is, since you mentioned about developer,
08:29in the game production process, cloud gaming also has a very important benefit.
08:35Because look at like this Nintendo Switch is like NVIDIA ARM-based CPU,
08:41while like PS5, PS4, Xbox are AMD CPU plus GPU, and Steam for the PC or Mac.
08:48So it's always very struggling for game developers, especially big studios.
08:53Because when they make a new game, like say Assassin's Creed of Ubisoft,
08:57it may cost them maybe, you know, I don't know, 40 million or even more.
09:01And like GTA 5, it's like over 100 million.
09:04And then why the cost is so high?
09:06Because when they make a game at day one, at the beginning, they need to think,
09:09okay, so how many platforms I need to make my game available?
09:13And then how I should sacrifice the quality?
09:16Because if I want to run the game on weaker platform.
09:21But with cloud gaming, it's cross-platform, it's totally comparable.
09:24So the game producer or production company can more focus on the game itself.
09:30Not worry about those hardware compatibility or performance difference.
09:34That's how I view the benefit of cloud gaming.
09:36That's a really interesting point. I hadn't thought about that.
09:38So eventually when there are no consoles, if that ever happens, will it become even easier?
09:44Because you never have to do compatibility across all the consoles.
09:48Is that going to be possible to have a world in which there are no consoles?
09:52I do believe so. I think it makes zero sense to have a giant machine at your place.
09:59It's like having an electric factory at your place to generate electricity every day.
10:05I do believe the future should be as easy as you plug your screen onto a wall and you receive
10:12information.
10:14Every device should be basically a very, very good screen.
10:17The quality of the screen matters, but the information can be anywhere.
10:22And is the business model now sort of solidified and is it certain?
10:27Because I've always thought the idea of selling a disc or a game for $60, $70, $80 or something is
10:36quite profitable.
10:37Whereas if you're not doing that anymore, if you're just selling the subscription service,
10:41have you found that the industry has already settled on a price match, a price system that works?
10:46And is it paying off?
10:49Well, I think first you have to adapt to what consumers want to do, okay?
10:53And they are consuming videos and music with subscription service and they are used to do these kind of things.
10:59I guess it's the same for gaming.
11:00I think they would expect this industry to move towards the same kind of distribution.
11:04There are some challenges as we discussed, you know, on costs and publishers, you know, agreeing to this kind of
11:10model.
11:11But from the consumer perspective, definitely there is an interest, there is an appetite.
11:15They will not understand why they cannot consume these media that they like very much the same way that they
11:22use Netflix or Spotify.
11:24I think you should disassociate the utility value of a video game from the more profound meaning of a disc.
11:33Let me give you an example.
11:35If I just want to play the content for the sake of the content, I don't need a disc.
11:39Actually, it's more practical to download from PlayStation Network, for example.
11:43But I still do buy all my games, as much as possible, at least on disc, because there is another
11:49value for that.
11:50And I do believe that cloud gaming is actually going to create an even wider gap between these two.
11:57On the one hand, you have games that are produced in an almost industrialized way,
12:02so people can play more and more content, that's for utility value.
12:05But then you have the artisans of video games who are going to craft those beautiful discs and packaging for
12:12people to collect.
12:13Reminds me of vinyl.
12:14Exactly.
12:15Is that what we're looking at here?
12:16Exactly.
12:18I was going to ask as well, though.
12:20We're talking about all the benefits and how this is the future, but you have to think about Google Stadia.
12:25I'm sure everyone here has heard of Google Stadia.
12:27Is it 2019 that service came out?
12:29One of the first biggest consumer cloud gaming offerings.
12:33I had it.
12:35I'm very sad to see it go.
12:36It was like playing the future when I was playing cyberpunk of all games.
12:41And it died.
12:43So it begs the question, is this definitely the future?
12:48So I think Stadia was not the first attempt.
12:51I think there is a lot of dead body in the cloud gaming space.
12:55And I think we are lucky to still be alive here with Wesley, or Talented, or both.
13:01But if you look at Stadia, it was basically a console in the cloud.
13:06Console in the cloud means a new hardware where developers have to develop the game for this new hardware.
13:12And we know the future of a console, right?
13:15If you can create an ecosystem, if you can have what we call Windows racing games, like Mario or Zelda
13:22or Nintendo, you failed.
13:25So basically, at the time where Stadia and Google stopped putting on steroids the ecosystem,
13:32by fueling money to developers and so on to put the game, everything collapsed.
13:37You had basically a console without an ecosystem.
13:39Right.
13:41Yeah.
13:42So actually, last year, GDC in San Francisco, we announced a partnership with Google.
13:48So actually, we inherited all the Stadia business through our partnership with Google.
13:54So I know the history background very well.
13:56I think, as Oliver mentioned, the hardware is some kind of mistake.
14:02They choose a different one, and they choose Linux.
14:06I guess they probably don't want to pay Windows license to Microsoft.
14:09So it's a totally new hardware.
14:12It's a different CPU, GPU, and running on, you know, not very popular OS for game studios.
14:18So really hard for them to attract very good AAA titles.
14:23Yeah.
14:23So that's one of the things.
14:25Besides that, I think, you know, they tried too much resource focus on their first party studios at the beginning.
14:31They even hired some ex-Ubisoft executives to run the studio, burn a lot of money, but cannot deliver.
14:38So that's some very sad, you know, news about that.
14:43But overall, I think if some of the decisions at Google's side make it right, actually, I think it should
14:49be a very successful service.
14:53There are many mistakes they've made, of course, but I think even from a product marketing standpoint, they didn't talk
15:00the language of the gamers.
15:02When they announced the first time at GDC, I think their demo was Doom 2016.
15:07It is probably one of the most challenging games to run.
15:12And even from a compression standpoint, red is extremely hard to render correctly, and they have a lot of red
15:17because you have a lot of blood in this game.
15:19But the most incredible thing for me is on stage, they show a Doom demo, and there are shader bugs.
15:26If you're a gamer, you recognize a shader bug very, very quickly.
15:31So if you are trying to sell a hardcore game to the hardcore of the hardcore gamers, you better make
15:38sure it's perfect.
15:40And I think this is a mistake from Google, not understanding who they are talking to and talking to their
15:44language.
15:45Yeah, I agree. I think, you know, when we promote those cloud gaming on consoles like Nintendo Switch, we don't
15:53really say it's better or it's a beating console.
15:56We just say you got more choice and options.
15:59But as Michael mentioned, there's one kind of, I would say, wrong position of their state of service.
16:05They want, like, kill console or kind of better than console.
16:09But, you know, when you position yourself like that, then the hardcore gamer will really review seriously.
16:16If you today say, oh, I'm another option for you to play video game anywhere, that's good.
16:21People get lower expectation, right?
16:23But you say, oh, I'm going to kill console, then we'll review it seriously.
16:28Yeah, definitely, as Michael and Wesley mentioned, it's also the target audience, you know, you want to address with this
16:36kind of service.
16:37If you address, you know, the hardcore gamers, I mean, some company like OnLive tried it before, right?
16:43I think you have to provide the best experience, the best game.
16:45You have to deliver it, you know, perfectly.
16:48And to be honest, this is still very hard in all conditions in cloud gaming.
16:51So I think here, addressing, you know, a different audience, more general public audience, will be much more easier
16:57because they will discover a lot of games, great games.
17:00They will be able to play with it, right?
17:02And they will not be as picky, I would say, as hardcore gamers that actually like their toys.
17:06You know, they like their console, and I think it will remain like this for a while
17:10because they like the smell of the hardware, they like their boxes, they like their discs, as you mentioned.
17:14And that's okay, there is some room for everyone here.
17:18So life has gone on since the death of Google Stadia, but we don't really talk about cloud gaming as
17:24being mainstream yet.
17:25I'm sure you guys do, this is your industry, of course, but what is stopping the masses from joining?
17:37First, I don't know what is the definition of mainstream because let me give you an example.
17:42If I go to China today, a certain population are playing Genshin Impact on their mobile through actually cloud gaming,
17:49cloud streaming.
17:50If I go to Japan, I want to play Resident Evil on my Switch, I'm actually using cloud gaming.
17:55So I actually think the fact we're not talking about these examples is a good sign.
17:59Because we're not talking, we're finally not talking about the technology, we're talking about the content.
18:04Back in the 90s, no one said, hey, come to my place and let me show you my VCR.
18:09You say, come to a place, we're going to watch Jurassic Park together, right?
18:12So I think this is a good sign.
18:14But to answer your question, I think what's missing today is the killer app.
18:19I mentioned before there are three ways to win, and the only way I think cloud gaming in the current
18:23iteration can win is to be different.
18:25What is that difference?
18:26What are you offering to your players that no one else can offer?
18:32I think from a technical point of view, there's some challenges, even for Microsoft, Amazon, you know, NVIDIA, GeForce Now,
18:40it's about things we want, user feel, play, game streaming is same acts, native game experience.
18:48That means you need to have a, you know, basically your data center or your cloud GPU should be as
18:53close to the gamer as close as possible.
18:57So it's a really huge capax.
19:00And not to mention these days the GPU is so hard for AI and energy problem, I mean, supply problem.
19:06So I will see from technical or economy point of view, that's some kind of constraint right now.
19:12But I think that will be kind of a breakthrough quickly because in the coming one, two year ones, the
19:17GPU, you know, delivery supply is getting normal.
19:20You'll see GPU everywhere.
19:22In the past, when we initially start with Amazon or Microsoft, Google, you know, cloud GPU,
19:28there's very limited regions in United States or Europe, you can have those GPU access.
19:33But now it's really everywhere. Almost every country in Europe or most of the states in the US, they all
19:40have a cloud GPU right now available.
19:42So I think that's still progressing, you know, in a positive way.
19:46Yeah, there was definitely several hurdles to make actually cloud gaming mainstream.
19:51The first one is the technical part, okay, to make it work, to have the right infrastructure, the right networks
19:57and so on.
19:57Because, you know, cloud gaming requires actually a connection, okay?
20:01The second thing...
20:02Is that a restriction on the gamers part?
20:05Having it, your internet connection isn't good enough or you perceive it not to be good enough?
20:09Somehow, yes, because games that requires very low latency, you know, will probably perform a bit less on cloud gaming.
20:16Because, you know, you have the network latency in addition to the local, you know, game, right?
20:21So, technology was one thing.
20:24As Wesley mentioned, there was a cost of the infrastructure.
20:27And I think AI helped us a lot here to actually generalize GPU on all the planet, which is great,
20:32okay?
20:32And for cloud gaming, we don't need actually the latest GPU.
20:35We can even use older GPU, okay?
20:37Which is good too.
20:39The third factor was actually the publishers willing to onboard on this initiative.
20:43And they were actually reluctant for some long time, okay?
20:47Now, we are starting to have great catalog with great games, you know, from the more advanced publishers willing actually
20:52to onboard on cloud gaming, okay?
20:54So, and back to what Michael mentioned, you know, we do see it mainstream in some areas.
20:59It's not mainstream, mainstream.
21:01Let's, you know, face it.
21:01It's true.
21:02But I think we see a lot of success in some of the countries where we are deployed.
21:07Michael was mentioned in China.
21:09We are seeing a lot of success, you know, in countries like Thailand and Italy and so on.
21:14So, definitely it's coming along.
21:16But we have to solve these three hurdles, you know?
21:19Technology, cost, content, and now basically it's access and what is the value proposition you provide to the people.
21:26A very key point that Michael mentioned as well.
21:28You know, what is the value for the end user?
21:30You say that the content is the third part of the puzzle and the publishers are coming on board.
21:37Are we seeing that more and more and how have you managed to get them to come on board?
21:41Well, there is a different thing.
21:43So, first, you provide a new review on your stream, you know, without any extra cost to them.
21:48So, I think they like this.
21:49You also extend the audience.
21:51You provide them, you know, access to people that they cannot reach because you can distribute their games to anyone,
21:58even if they don't have a console or if they don't have basically a PC.
22:02And the third thing which is very interesting is, in addition to basically the audience, is the data.
22:09Because, you know, in our partnership with the publisher, we provide all the data on how the games are consumed,
22:14how they are played.
22:15And these data are very valuable for their games, you know, and for the whole platform.
22:19You mentioned data there.
22:21Let's talk about data and cyber security as well.
22:25Big part of this discussion.
22:26If we start, first of all, with cyber security in terms of resilience.
22:30I remember in 2014, there was a teenage hacker gang called Lizard Squad.
22:35And they attacked Xbox Live and PlayStation Network.
22:38And they brought the services down on Christmas Day.
22:42Couldn't have been a worse time.
22:43How can we stop something like that happening?
22:46Because in the cloud gaming world, not only are you restricted in what you can play.
22:52You can't play anything if the service is down.
22:55So, is the resilience already inbuilt in the industry?
22:59Yeah.
22:59In our design, all the users play data.
23:03The game save data, like your achievement, character, those kind of things.
23:06It's saved in the cloud.
23:07And we make it transferable.
23:10Of course, in EU, we'll follow GDPR guidance.
23:13But this is the beauty.
23:15As you say, let's say Xbox get attacked.
23:17It's shut down by Sony or Nintendo or PC still available.
23:22Then you can easily switch and carry over your game set from cloud gaming from Xbox to a browser.
23:29Right?
23:29So, I think that's a beauty and also very good on this kind of data and also cyber security protection.
23:37So, you think that the cloud gaming world will be more resilient, not less?
23:42Yes.
23:42Because there's more options to go and play.
23:44Exactly.
23:45Like us, we are a multi-cloud provider.
23:47We can run our own private cloud GPU.
23:49We can run on Amazon, Google, Microsoft.
23:52So, it depends on who gets attacked.
23:54Then we can shift to the other one.
23:55Yeah.
23:56Yeah, I think we have similar architecture that Wesley mentioned, which is very resilient.
24:00So, I think the hybrid cloud approach, where you can support multi-cloud, allow you to be resilient if one
24:06of the cloud fails or is being attacked.
24:08Right?
24:08And, of course, there is a connectivity part.
24:11Right?
24:11If you are not connected, then you have an issue.
24:13But I think that it's not only cloud gaming that has an issue.
24:16It's basically, you know, everybody and every services.
24:20You will always have more risk to lose whatever key you have stored on your own hard drive than putting
24:27it on the cloud.
24:28It has been demonstrated by our friend Akamai.
24:31It has been demonstrated over the years with Box and Dropbox.
24:34And I think cloud gaming will demonstrate that to the gamers.
24:38But if you're collecting more data, which is, by the sounds of it, what's happening here, you mentioned that's how
24:44the publishers are coming on board.
24:45Because you don't just know who's playing and when.
24:48You know how they're playing and which levels they're struggling on.
24:51You know everything.
24:52Is that more of a privacy risk as well, though?
24:54Because there's more data to be attacked and stolen by hackers.
24:59Of course, there is more data.
25:00It's game data in general, gameplay.
25:03What we provide to the publisher is only aggregated data.
25:06So we, of course, preserve the privacy of the end user.
25:09So I would say, yes, there is some issue.
25:11But no more, no less than any service that collects data.
25:15The way we think about this problem at Galaxy is not necessarily how to prevent people from hacking this.
25:21We do believe that every system made by human is hackable.
25:25So our way of thinking is how to make hacking irrelevant.
25:28The companies, for example, like Protopia, I think they are an American company doing a fantastic job.
25:32And what they do is basically make sure that even if you get the data, it's useless.
25:37Because the data has been made only to be read for a certain machine.
25:41I think that would be a more elegant way to tackle this problem.
25:45And is that already happening? Is that becoming an industry standard?
25:48I think it would take several years, like every cutting-neck technology.
25:53But I do think it's a very interesting path forward.
25:56We have got a couple of minutes left.
25:58I wanted to finish by getting out our magical crystal balls.
26:01And tell me, what are you most excited about the things that cloud gaming can do for gaming that traditional
26:08gaming can't?
26:10We recently also, as we announced an investment by NVIDIA in March.
26:15So we are now actually adding AI, especially generating AI in cloud gaming.
26:21So think about that, there's some similar pain point of cloud gaming and AI try to solve.
26:28But the challenge is like, the AI model size is big, right?
26:32It's easy like a video game, like 40, 50 gigabyte.
26:36And also, it requires pretty high-end, even high-ending cloud gaming GPU to run those AI or chatbots, right?
26:42And the distribution is a problem.
26:44And also, how to globally make it available.
26:47So we're recently doing the new trends that combine cloud gaming with generally AI.
26:52For example, in the game NPC, you know, in the past, when we talked to a game NPC, it's more
26:58like a fixed behavior.
27:00You ask question A, it gives a standard answer B. Everybody asks the same answer.
27:05But when we add LLM, like gaming GPT, inside the game, when you talk to the NPC, especially the MMO
27:11games,
27:12different guys get a similar answer but a slight difference.
27:16So you feel, oh, it's more like humanity here.
27:18And the beauty, we can make those chatbots LLM running on the same GPU or cloud gaming.
27:24So I think it solves a lot of challenges about computing power, download storage, and also make the game itself
27:31more creative.
27:33Very briefly, any other crazy ideas?
27:36I don't have any crazy ideas, but here's what I'm excited about.
27:39The biggest problem for cloud gaming over the years is exactly the same problem as an energy company.
27:44You ask ODS, you know this problem, is everybody wants to play at the same time.
27:48And now we have so potentially the problem with AI.
27:51Because now during the day you can use the same machine to train your AI models, and at night you
27:55can serve the gamers.
27:59Look, on our side we are really focusing on the value to the end user and the experience.
28:03Currently we are providing a very large catalogue of games, you know, more than 700 games, existing games, right?
28:09To the general public.
28:12And we are now focusing on creating new experience that we call, you know, cloud gaming, cloud native, you know,
28:17gaming games, gaming experiences.
28:20And we recently announced in Vivatech a new initiative named Le Lab, which is basically a space inside, you know,
28:27the Blacknet service that will be used to experiment,
28:30to leave basically the floor to schools, to studios, and so on, to actually innovate and bring new kind of
28:37gameplay, new kind of gaming experience that will benefit from the cloud infrastructure.
28:42It is exciting, there's so much going on.
28:44Thank you very much for talking us through everything.
28:46Thank you very much for listening.
28:47That was Olivier Averot, Wesley Kou, and Michael Phan.
28:52Thank you so much.
28:53Thank you.
28:53Merci.
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