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What is the decentralized platform?
This solution provides an overview of common components and design patterns used to host game infrastructure on cloud platforms. Video games have evolved over the last several decades into a thriving entertainment business. With the broadband Internet becoming widespread, one of the key factors in the growth of games has been online play. Online play comes in several forms, such as session-based multiplayer matches, massively multiplayer virtual worlds, and intertwined single-player experiences. In the past, games using a client-server model required the purchase and maintenance of dedicated on-premises or co-located servers to run the online infrastructure, something only large studios and publishers could afford. In addition, extensive projections and capacity planning were required to meet customer demand without overspending on fixed hardware. With today's cloud-based compute resources, game developers and publishers of any size can request and receive any resources on demand, avoiding costly up-front monetary outlays and the dangers of over or under provisioning hardware. These components can be hosted on a variety of environments: on-premises, private or public cloud, or even a fully managed solution. As long as the system meets your latency requirements for communication between the components and end users, any of these can work. The frontend provides interfaces that clients can interact with, either directly or through a load-balancing layer.
Cloud gaming , sometimes called gaming on demand or gaming-as-a-service , is a type of online gaming that runs video games on remote servers and streams them directly to a user's device, or more colloquially, playing a game remotely from a cloud. It contrasts with traditional means of gaming, wherein a game runs locally on a user's video game console, personal computer, or mobile device. Cloud gaming platforms operate in a similar manner to remote desktops and video on demand services;  games are stored and executed remotely on a provider's dedicated hardware, and streamed as video to a player's device via client software. The client software handles the player's inputs, which are sent back to the server and executed in-game. This approach provides several disadvantages, notably forcing the user to consistently maintain a high-speed internet connection to an external organization.
A Hat in Time. A Plague Tale: Innocence. A Story About My Uncle. A Way Out. AO Tennis 2. ARK: Survival evolved. Alan Wake. Alan Wake's American Nightmare. Albion Online. Alien: Isolation.