Alex Tan
About
Alex has been reviewing cloud gaming since the OnLive era. Previously built latency-measurement tooling for a competitive FPS publisher. Owns more controllers than is strictly reasonable.
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Reviews by Alex
Essays by Alex
39 essays- Analysis·7 min readModding and the streaming layer — what survives, what doesn't
PC modding is one of the largest reasons people still own gaming PCs. Cloud gaming inherits the parent platform's mod support — but the boundary is messier than either side admits.
- Analysis·8 min readThe cloud gaming latency floor: where physics ends the argument
Marketing keeps promising the latency gap is closing. Speed-of-light math says there's a floor neither encoder nor data centre will get past — and we're already close to it.
- Counterpoint·7 min readVR cloud streaming has been almost-shipping for five years
Every cloud gaming conference includes a VR streaming demo. Almost none of them ship as products. The reason isn't the technology you'd guess.
- Analysis·9 min readWhy GeForce Now keeps winning — and what could change that
NVIDIA's data centre footprint, its bring-your-own-library structural advantage, and the fact that it owns the encoder pipeline end-to-end. Plus the three things that could topple it.
- Opinion·6 min read'I'll wait for the local port' is the dominant cloud-resistant customer behavior
Many users who could play a title on cloud explicitly wait for the local port instead. The pattern is rational, growing, and a meaningful headwind for the cloud gaming category.
- Analysis·8 min readMost 4K cloud streams are not actually 4K
Cloud services advertise 4K. Almost none of them ship a bitrate sufficient to make 4K materially better than 1440p. Here's the math, and why we'd take 1440p at high bitrate over 4K at low bitrate every time.
- Opinion·6 min readCloud gaming on the train — what actually works
Cloud gaming on transit was supposed to be the killer mobile use case. In 2026 it works in specific countries on specific networks and not at all elsewhere. The detail matters.
- Analysis·8 min readWhy anti-cheat is cloud gaming's biggest unsolved problem
Modern anti-cheat is kernel-level and detects virtualisation. Cloud gaming, by definition, runs games in a virtualised environment. The collision is uglier than the industry admits.
- Counterpoint·7 min readCompetitive players on cloud — a survey of what they actually think
We asked 47 tournament-level players across five competitive shooters how cloud gaming fits into their practice. The answers are sharper and more nuanced than the standard 'cloud is unfit for competitive' line.
- Opinion·6 min readCloud gaming on planes — Starlink is changing the conversation
In-flight WiFi has been a punchline for two decades. Starlink's aviation rollout in 2024-2025 is changing what's possible at 35,000 feet — including cloud gaming.
- Forecast·7 min readCloud gaming runs Windows VMs. Should it?
Every major cloud gaming service runs Windows-on-bare-metal in the data center. The architecture is incidental rather than deliberate. The 2027-2028 question is whether the industry should keep doing it.
- Analysis·6 min readEvery cloud service has a Fortnite problem
Fortnite is the most-played game on Earth. It's broken or unavailable on most cloud services. The reasons are a fight about platform fees, anti-cheat, and a publisher that doesn't want cloud.
- Forecast·9 min readThe Chinese cloud gaming market the West doesn't see
Tencent's Start, NetEase's cloud platforms, Huawei Cloud Gaming. Three of the world's largest cloud gaming services run inside China and almost no Western analyst covers them. Here's what we know.
- Analysis·7 min readWhy a Brazilian GeForce Now seat costs half a US one
Cloud gaming services charge different prices in different markets. The variance is bigger than streaming video pricing and the reasons are more interesting than 'purchasing power parity'.
- Forecast·6 min readISP-bundled cloud gaming is the channel the West keeps missing
Chinese carriers bundle cloud gaming with mobile data. South Korean telcos bundle it with fibre plans. In the West, none of the major cloud services have done the same deal at scale. Why?
- Forecast·6 min readWhat if GPU prices collapse — what happens to cloud gaming?
If 2027–2028 brings a real GPU oversupply like the post-crypto crash of 2023, cloud gaming's value proposition shifts. Three scenarios and what we'd watch for.
- Analysis·7 min readWhat happens to a cloud GPU at 5 years old?
In 2022 cloud gaming services marketed RTX 3080-class hardware. By 2027 those same GPUs are mid-tier. How the cloud datacentre depreciation cycle actually works.
- Counterpoint·6 min readVPNs and cloud gaming — a counterpoint to the easy advice
Standard cloud gaming advice: don't use a VPN. The standard advice is mostly right but the cases where it's wrong are interesting and the cloud services don't tell you about them.
- Counterpoint·7 min readAim-assist and the cloud — a counterpoint to the FPS skeptics
Conventional wisdom: cloud is unfit for FPS because of latency. Reality: aim-assist on cloud-played console shooters is doing more work than it does locally — and that has interesting consequences.
- Analysis·7 min readWi-Fi 7 and cloud gaming — what actually improves
Wi-Fi 7 has been shipping in flagship routers since 2024. The cloud gaming benefits are real but more constrained than the router marketing implies.
- Analysis·7 min readHDR on cloud gaming is mostly broken in 2026
Every major cloud gaming service advertises HDR. Almost none of them deliver it correctly end-to-end. The reasons are technical, the impact is visible, and the fix isn't on any roadmap.
- Counterpoint·6 min read5G's cloud gaming promise didn't land
Every major carrier marketed 5G as the network technology that would enable cloud gaming everywhere. In 2026 the 5G cloud gaming reality is narrower than the marketing implied. What went wrong.
- Analysis·7 min readCross-region matchmaking with cloud players is messier than ranked queues admit
When some players in a competitive match are on cloud and others on local hardware, the matchmaking has to handle latency variance across the lobby. The current solutions are awkward and the effects on ranked play are real.
- Analysis·7 min readThird-party controllers and cloud — the compatibility landscape is messier than necessary
Xbox controllers, DualSense, 8BitDo, GameSir, Backbone, the Razer Kishi family. Cloud gaming services handle each of them differently. The fragmentation is worse than the marketing implies.
- Forecast·7 min readCloud gaming SLAs are about to become a marketing battleground
Cloud gaming services don't currently offer meaningful uptime guarantees. As the audience matures, SLA marketing is going to become a competitive dimension. Forecast for what's coming.
- Analysis·6 min readChromebooks are a cloud gaming category nobody is positioned to win
Chromebooks should be the perfect cloud gaming client. They aren't, and the gap between the potential and the reality is structural rather than incidental.
- Counterpoint·6 min readWhy Twitch streamers can't reliably stream their cloud gaming sessions
Streaming a cloud gaming session to Twitch is technically possible. Doing it well is harder than either Twitch or the cloud services admit. The friction explains why so few streamers play primarily on cloud.
- Analysis·7 min readDLSS Frame Generation on cloud — why the implementation is harder than it looks
AI frame generation doubles frame rates on local hardware. On cloud the integration is messier than the marketing suggests, and the user-visible benefit varies by tier.
- Analysis·7 min readDLSS and FSR on cloud gaming work better than the marketing suggests
AI upscaling — DLSS, FSR, XeSS — was built for local hardware. Running it on a cloud GPU and streaming the result raises questions the marketing doesn't address. The answer is more favourable than skeptics expected.
- Analysis·7 min readRecording your cloud gaming sessions — the workflow reality
Capturing cloud gameplay for clips, montages, or content is a workflow with hidden complexity. Where the tools work, where they break, and what to know before you record.
- Analysis·6 min readBeta tests and public playtests on cloud — an underrated publisher opportunity
Cloud gaming gives publishers a low-friction way to run open betas, public playtests, and demo access. Most publishers haven't figured this out yet.
- Counterpoint·6 min readMulti-monitor cloud gaming — it doesn't work and probably can't
Local gaming PCs handle multi-monitor setups natively. Cloud gaming services don't. The architectural reasons are interesting and the workarounds are worse than the problem.
- Analysis·6 min readMOBAs and cloud — the genre that gets it backwards
League of Legends, Dota 2, Smite. MOBAs are the genre where cloud gaming should fit best — they're stable, latency-tolerant for casual play, audience is global. Instead they're underrepresented on cloud. Why.
- Analysis·6 min readBluetooth audio latency on cloud gaming — the chain you weren't counting
Cloud gaming users on wireless headphones experience additional latency the cloud services don't disclose. The chain adds up in ways that matter for competitive play.
- Analysis·6 min readGyro aiming on cloud — the feature that almost works
Gyro aiming has quietly become one of the best controller-based input methods for shooters. On cloud gaming it's almost-but-not-quite usable. Where the chain breaks.
- Analysis·7 min readLinux is the platform cloud gaming actually made viable
Linux desktop gaming has been 'almost ready' for two decades. Cloud streaming did something Valve's Proton couldn't fully do — make every AAA accessible on Linux machines without the compatibility tax.
- Analysis·6 min readWhy GTA Online specifically is a cloud gaming nightmare
Most GTA V is great on cloud. GTA Online is broken on it in specific, frustrating ways. The reasons are technical, not incidental — and they tell you something about how cloud architecture handles certain genres.
- Analysis·6 min readDenuvo and cloud streaming have an awkward and underdiscussed relationship
Denuvo Anti-Tamper is hated by many players for affecting local performance. On cloud sessions the equation flips — Denuvo's performance overhead is invisible. The cloud as Denuvo's accidental rehabilitation.
- Analysis·6 min readCloud gaming on macOS finally caught up — but for an unexpected reason
Apple Silicon Macs are great computers and terrible local-gaming machines. Cloud gaming closed that gap, but the way it happened is not what the Mac community predicted.