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How 5G and Edge Computing will change the mobile gaming industry?

True aspects, sensory input, and the end of the lag. From edge networking to responding more quickly than ever before, 5G will come with the experience – and it will be better than ever.

Video games are one of the most common places we invest our time in the rankings, with more than 2.69 billion players around the world. Mobile games have become the industry's rising star with more than 209 million cell phone players all over the US as the most convenient site for on-the-go users. Gaming has a lot greater potential to be realized, despite its success. This is how. Here is how.

Gaming on the edge

The majority of games are processed locally on consoles today. Although some processing can be conducted on a cloud server — where a device will upload data to be stored and then returned — these servers are generally remote from major data centers, which ensures that the time it takes for the data to be returned will eventually damage the game experience.

Mobile edge computing is reliant on many small data hubs, instead of one big far away node, which is installed in close physical proximity. It gives you a smoother and quicker gameplay experience to conserve computing resources in your system since the device would not have to transfer information to a central server, processes it, and return it.

"You can unload your equipment onto the network and also enhance your game experience," says Carlos Bravo, our Cloud Strategy Execution Director at Ericsson. "In order to make sure everything fits together, you had to submit a lot of information between the players prior to edge computing. The processors and batteries, therefore, have strong demands. Edge servers can be better, more powerful, and synchronized to provide a cloud-based gaming experience. You will be lagging behind as you move around, and you will have to stay in a Wi-Fi network, which is important for a decent gaming experience."

Or, as Tommy Palm, founding director and CEO of the Resolution Games (a Swedish VR and AR games developer) put it: "We go ahead with 5G, where we can do a lot of cloud-based play, where computing capacity is not necessarily on your computer, but elsewhere on a server. You can run all calculations on the same device if you have cloud-based games and you don't have a lot to sync [from individual player phones]. This unlocks [the possibility] for games in which we can only imagine, for example, where you have fully damaging universes."

A better augmented reality 

5G will also (along with edge) help AR games to realize their potential, well outside the limits of available technologies.

Pokémon Go, where pictures of game characters are simply overlaid on streams in the real world via cell phone cameras, is an indication of the present situation. This has made battery life much less attractive. This is exactly how many mobile telephone customers are led simply to shut down their AR functionalities.

With edge computing, 5G easily resolves these problems, and games are processed more on the edge without anyone noticing it.

Even, in location-based AR games (where many play the same game at the same location), the same data have to be processed on any computer. AR systems need enormous computation for object recognition, among other items. However, this duplication can be eliminated with edge processing, causing such data to be analyzed only once before the results are streamed to several users. In general, this provides a more pleasant and precise AR experience, improves the smartphone AR gaming experience, and improves battery life.

These developments in cloud and edge computing would reduce the need for high-end gaming consoles, remove entry barriers to games and increase the number of users who can access the gaming fun of our day-to-day devices.

Gaming community and 5G

Today's playgrounds are more than players — export, for example, is largely a spectator sport — and 5G can continue to enhance the viewer experience by delivering high definition live content in real-time and on-the-go. If done correctly, the viewer will track many players through several screens, some powered by various suppliers and everything lagging behind.

Indeed, during the 2019 Milan Games weeks, 5G already made its debut for professional gamers to successfully sponsor the finals of the first Vodafone Italy 5G smartphone gambling tournaments.

"The new releases will be downloaded and played free if you take Fortnite or Call of Duty, and soon there will be as many players as possible. Perhaps the largest network developers would find smartphones in pure numbers, "Head of Marketing, Mobile Broadband here at Ericsson says Greger Blennerud. "Naturally, the problem is the consistency of the network. With the bandwidth and the low latency we offer, I think the essential features of 5G are very important. Gaming [is] perhaps one of 5G's most apparent beneficiaries."

Wearable game devices 

A new sensory horizon, offering spine-topping authenticity and – mostly – entertainment, is ahead from goggles and lenses to vests and gloves in the gaming world. For future games, live haptic feedback will be incorporated into virtual environments that will give us the same thrill as real-world movements and sensations. To this end, wearables need to be based on an infrastructure comparable to cell phones and use the same developer software so that they benefit from cloud storage and network characteristics as well.

"They will be based on mobile technology when good headsets are made," says Palm. "But if a customer is not really involved in what power them, they will never know that. The Magic Leap, an AR headset, has been announced for two proper games. Both of these are cell phone technologies in the context and are based on this kind of hardware, as is the Oculus Search for VR. They perform devices very closely, whether they're a cell phone or a headset of the next generation. "

Coming to the future

Finally, we want to make this journey seamless for everyone. Game providers should be able to use network functionality without considering the particular network is used and without too much attention being given to their own hardware users should be able to play games In order to do this there are various issues to be tackled.

Game makers will need to find out which part of the work should be performed remotely. They will have to figure out which part should be performed locally. We must therefore consider and enforce trade-offs. Ideally, everybody will have the right bandwidth and latency to play the game. So what happens when an online player spike takes place? Should we want to lose high-resolution frame rates? Or are we prepared to use more central processing unit (CPU) capacity to maintain output depending on all potential outcomes in advance?

Game designers now have a whole new degree of network integration. You will have to tell a bandwidth network or ask the network how the bandwidth of a customer will be for the next 5 minutes then change the game. For instance, if someone goes in a tunnel for 30 seconds, the game will preload items or replay existing objects without changing the game experience. Such network APIs must not only take account of the user experience but also take account of the development experience of those using the APIs.

Some aspects rely on the game genre. First-party shooters, for instance, maybe more demanding on quality video than strategy games, whereas latency-sensitive arcade games may be. Then there's the mobility problem. Should we sacrifice arrival time for better quality play on their journeys, if we know people are playing online games in their autonomous cars?

For possible interactions, other senses than just vision and listening would also be incorporated. Haptik, spatial audio, and scent are at the forefront of the Internet of Senses. They are all conveyed across networks, which poses some exciting challenges for understanding human factors, including our senses' abilities and weaknesses. Ergonomics, cognitive psychology, kinesiology, and interaction with human-computers will play an important role in ensuring that we understand people — particularly gamers — before engaging in technological design.

The role of the network evolves in delivering great experiences with these new interactions, and our work evolves with it. The charter of my team is to explore the network effects of interactions and the network effect on interactions. There are many people working hard with domain experts and market leaders to understand not just how these networks can be built in conjunction with technology development, but what it means to bring end-users and developers an incredible experience.

Here we are to get more people today with tomorrow's gaming experience.


To help their work, Newsmusk allows writers to use primary sources. White papers, government data, initial reporting, and interviews with industry experts are only a few examples. Where relevant, we also cite original research from other respected publishers.

Source- forbes

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