How will 5G and edge computing transform the future of mobile gaming?


True-to-life worlds, sensory-rich feedback, and the end of lag. From edge computing to faster-than-ever response times, 5G is coming for the gaming experience — and it’s going to be better than ever.

Alvin-Jude

Alvin Jude

Senior Researcher, Human-Computer Interaction

Ericsson Wired Landing page video Gaming

With more than 2.69 billion players in the world, video games have climbed the charts as one of the most popular ways we spend our time. As the most convenient platform for on-the-go users, mobile gaming has entered the stage as the industry’s rising star, with more than 209 million mobile gamers in the US alone. Despite its popularity, gaming’s got a lot more potential to be realized. Here’s how.

Gaming on the edge

Today, most game processing is done locally on devices. While it’s possible to allow some processing to be done on a cloud server — where a device can send data to be processed and then returned — these servers are usually faraway in large data centers, which means the time it takes for the data to return will ultimately degrade the gaming experience.

Mobile edge computing, on the other hand, relies on several small data hubs that are deployed in closer physical proximity instead of one large faraway server. It allows you to save processing power on your device for a better, faster gaming experience because the device won’t have to send data to a central server, process it, and then return the information,

“You can offload the processing of your devices into the network while also improving the experience of the game,” says Carlos Bravo, our Ericsson Director of Cloud Strategy Execution. “Before edge computing, you had to send a lot of information between the players to make sure everything fit well together. This put high demands on the device processors and batteries. Edge servers can be dimensioned in a better, more efficient way, generating a synchronized gaming experience in the cloud. You won’t feel any lag as you’re moving around, which is critical for a good gaming experience, and you won’t have to be hooked into a Wi-Fi network.”

Or, as Tommy Palm, founder and CEO of Resolution Games (a Swedish developer specializing in VR and AR games), puts it: “With 5G, we’re heading into a future where we will be able to do a lot of cloud-based gaming, where the processing power isn’t necessarily on your phone, but it’s on a server somewhere. If you have cloud-based gaming, you can run all the calculations on the same machine, and you don’t need to synchronize a lot [of individual players’ phones]. This opens up [the possibility] for games that we could only dream of, where you have fully destructive worlds, for instance.”

Mobile edge computing: save processing power on your device for a better,  faster gaming experience

Caption: Mobile edge computing: save processing power on your device for a better, faster gaming experience

A better augmented reality

5G (together with edge) could also help AR games live up to their potential, going well beyond the limitations posed by the available technology.

As an example of the current situation, think Pokémon Go, where images of game characters are merely overlaid onto feeds of the real world using mobile phone cameras — an experience made even less appealing by the toll it takes on battery life. It’s precisely these kinds of limitations that prompt many mobile phone users to simply shut off their AR functionalities altogether.

Paired with edge computing, 5G will effectively fix these issues, and games will do most of their processing on the edge without people even realizing it.

AR devices also tend to require a huge amount of processing for object recognition, among other things, and in location-based AR games (where multiple people play the same game in the same place), the same data has to be individually processed on each device. But with edge processing, this redundancy can be removed, allowing certain data to be processed just once before streaming the results to multiple users. As a whole, this will bring a more enjoyable and accurate AR experience, enhancing the mobile AR gaming experience and improving battery life.

These advances in cloud and edge computing will decrease the need for high-end devices in order to play high-quality, collaborative games, removing an entry barrier to gaming and increasing the number of people who can access the enjoyment of gaming from our everyday devices.

Read the key factors of 5G and gaming

Gaming communities and 5G

Today’s gaming communities include more than just the players — esports, for example, has largely become a spectator sport – and 5G can help improve the audience experience by providing high-definition video streaming on the go and in real time. If done properly, it is possible for the audience to follow multiple players across multiple screens, some powered by different providers, and all without lag.

In fact, 5G already made its first grand appearance for professional gamers during 2019’s Milan Games week, successfully supporting the finals of the first live mobile gaming tournament on Vodafone Italy’s 5G network.

“If you take Fortnite or Call of Duty, the latest versions are free to download and free to play, but then it’s all about having as many players as possible. Smartphones, in sheer numbers, are probably the broadest platform developers can find,” says Greger Blennerud, Head of Marketing, Mobile Broadband here at Ericsson. “The challenge there is, of course … the network quality. I think the key characteristics of 5G that really make it relevant are the bandwidth and the low latency that we’re getting. Gaming [is] maybe one of the most obvious beneficiaries of 5G.”

Wearable game devices

From headsets and glasses to vests and gloves, a new sensory frontier is ahead of us in the gaming world, promising spine-tingling realism and — most importantly — fun. Future games will incorporate lifelike haptic feedback in virtual worlds, giving us the same physical rush as real-world motions and sensations. To achieve this, wearables should be built on similar architecture and utilize the same development tools as mobile phones, allowing them to similarly benefit from cloud computing and network features.

“When it comes to successful headsets, they’re going to be built on mobile technology,” Palm continues. “But a consumer is never going to know that unless they’re very interested in what is powering them. We’ve released two proper games on the Magic Leap, which is an AR headset. Both that and Oculus Quest for VR are actually running kind of mobile phone technology in the background, and they’re building on that type of hardware. They’re very similarly performing devices, whether it’s a mobile phone or a next-generation headset.”

 Wearables should be built on similar architecture and use the same development tools as mobile phones, allowing them to benefit from cloud computing and network features

Caption: Wearables should be built on similar architecture and use the same development tools as mobile phones, allowing them to benefit from cloud computing and network features

Towards the future

Ultimately, we want this experience to be seamless for everyone. Game providers should be able to utilize network features without concern of what specific network is being used and users should be able to play games without too much concern of their specific hardware There are, several challenges that need to be addressed to accomplish this.

Game designers will have to figure out which part of the processing should be done remotely, which part should be done locally, and how to effectively balance this out to achieve the best possible experience. We also have to understand tradeoffs and when to apply them. Ideally, everyone would have the right amount of bandwidth and latency for the game they want to play. But what happens when a spike in online players occurs? Should we sacrifice high frame rates for resolution? Or should we preprocess based on all possible outcomes beforehand, utilizing more central processing unit (CPU) power to preserve quality?

Game designers are also in for a whole new level of integration with networks. They may need to inform a network of a person’s bandwidth demands beforehand, or ask the network how the user’s bandwidth is going to be for the next five minutes, then adapt the game accordingly. For example, if someone is going into a tunnel for 30 seconds, the game may choose to preload some objects or reuse existing local objects without changes to the gaming experience.  Such network APIs will have to be built not only with user experience in mind, but also considering the developer experience of those using the APIs.

Some considerations depend on the genre of the game. First-person shooters, for example, may be more demanding in terms of video quality than strategy games, while arcade games may be more sensitive to latency. And then there is the question of mobility. If we know people are playing online games in their autonomous vehicles on the way to work, should we sacrifice arrival time for better playing quality during their journeys?

Interactions of the future will incorporate more senses than just vision and hearing too. The Internet of Senses applied to gaming will bring haptics, spatial audio and smell to the forefront. All of these will be communicated over networks, which will present a few exciting challenges in understanding human factors, including the strengths and limitations of our senses. Research into ergonomics, cognitive psychology, kinesiology, and human-computer interaction will play an important part in ensuring we understand people — especially gamers — before committing to technical designs.

Hear more from Alvin Jude, Researcher at Ericsson, about the future of immersive gaming

Caption: Hear more from Alvin Jude, Researcher at Ericsson, about the future of immersive gaming

When it comes to providing great experiences with these new interactions, the role of the network is evolving, and in turn, our work is evolving with it. My team’s charter is to investigate the impact of interactions on the network, and the impact of the network on interactions. There are many people working hard with domain experts and industry leaders to realize not only what it means to build these networks alongside developing technologies, but to understand what it means to provide a truly great experience for end users and developers.

We’re here to bring tomorrow’s gaming experience to more people today.

A New Apple Patent Offers a Radically New Vision for Future Smartphones


Apple will likely stick with its signature smartphone notch for the foreseeable future, but the company is looking to shake up the display design in years to come. With Samsung and a few upstarts hard at work developing an ecosystem around “foldable” multiple-display handsets, a new patent suggests that Apple’s looking in a slightly different direction.

It’s actually series of new Apple patents, and together they suggest the iPhone’s successors will be more of an all-in-one gaming platform that can make better use of the augmented reality and gaming features the company touted this year.

The bevy of 37 new patents the U.S. Patent and Trademark Office approved and released Tuesday detail the designs for an iPhone with a screen that wraps all the way around it, almost like a smartphone crepe. Its internals would be completely encased in a flexible display, making it completely bezel-less and giving users access to screen real-estate on the rear and sides of the phone. The patents were first reported by Patently Apple.

The filings also explain how the device could use an accelerometer to detect tilt motions, as well as how users could use the rear screen to interact with the front screen. This design would make it an ideal gaming phone. Tilt controls could be used for racing or dogfighting games and the rear touch interface could serve as bumpers like the ones found on all gaming console controllers. In short, the findings suggest that a gaming-focused iPhone could be in Apple’s future.

apple iphone patent
A flexible screen would wrap around the phone’s internals, creating a sort of smartphone crepe.

Sections of the documentation obtained by Patently Apple describe the theoretical device:

“A transparent display cover structure that wraps around an axis of the electronic device…The control circuitry comprises an accelerometer that gathers tilt data…The electronic device has a front face and a rear face and wherein the flexible display layer is configured to display content on the front face based on touch input gathered using the touch sensor on the rear face.”

This design corresponds with Apple’s push towards AR and gaming applications with the 2018 releases of the iPhone XS, XS Max, and iPad Pro. A wraparound display could convert iPhones into gaming controllers for iPad Pros or standalone mobile gaming platforms.

iphone patent concept gaming apple
View of a user interacting with the back of the device to control the front display.

While this design could make Apple’s push into gaming more viable, the documentation doesn’t address where it would put its cameras. That much display would also take a big toll on battery life.

Patents, while they are a good way to see what concepts companies are spitballing, are not dependable gauges of product launches. If Apple does choose to move forward with this idea it probably wouldn’t be for at least a few more years.

But who knows, maybe the iPhone and iPad will be bundled together as a gaming console within the next decade.

Mobile gaming: ten of the best


As the next-gen consoles find their feet, Nick Gillett takes a look at their cheaper, stranger and quirkier rivals from the world of mobile gaming

Lost Toys, iOS
£2.49 (Barking Mouse Studios)

Lost ToysAdrift in a room full of mangled toys, your job is to make them whole, rotating sections to slot them back together, like a series of oddly shaped Rubik’s Cubes. With no timer and a lush piano accompaniment, this is cubist, ambient entertainment at its best.

Continue?9876543210, iOS 
£2.49 (starvingeyes)

Continue?9876543210The developer claims this game was inspired by “existential road trips into nowhere, Peruvian jungle drugs, and a brush with death”. It shows. Its story of a dead video game character is a string of obscure, mechanically bereft mini-games.

Fightback, iOS
Free (Ninja Theory)

FightbackIn Fightback, gang members queue for their turn to batter you as if they’re recreating the fight from Oldboy. The precision timing necessary to see them off is beautifully metered, but undermined by the game’s insistent attempts to hustle you for coins.

Spiral Episode 1, iOS
£2.49 (Pixel Hero Studios)

Spiral Ep 1Action RPG Spiral Episode 1 has ambitions way beyond its production budget. That means awkward controls, your character blithely standing in the way of places you need to tap, and phoned-in voice acting.

Dragon FingaiOS
Free (Another Place Productions)

Dragon FingaBeat up an endless stream of malefactors by tapping your index finger on them. Mindless entertainment that is the epitome of pointless.

Castle Doombad, iOS
£1.99 (Adult Swim)

CastledoombadThis solid little tower-defence game has you securing a kidnapped princess from the ministrations of would-be heroes, who must be impaled, incinerated, devoured or blown up to prevent them from rescuing her.

Gemini Rue, iOS
£2.99 (Wadjet Eye Games)

Gemini RueOriginally released on PC, Gemini Rue is a homemade-feeling piece of sci-fi noire, in which it’s always night and it never stops raining. It’s well-maintained atmosphere isn’t matched by puzzles whose solutions turn out to require too much trial and error.

Jet Car Stunts 2, Android & iOS
Free (True Axis)

Jet Car StuntsOutrageously difficult and glorying in the ruthlessness of its challenges, tracks in Jet Car Stunts 2 are collections of disconnected geometric slabs suspended in mid-air, demanding speed, steering and delicate use of rocket propulsion to get even close to the finishing line, rather than plunging to your doom.

RoboCop, Android & iOS
Free (Glu Games)

RoboCopRoboCop mutely hunches behind cover, popping out to shoot at weak points marked on a brief and uninspiring procession of armed assailants. It’s a shoot first, earn upgrades later set-up that borders on the tedious.

Kami, Android & iOS
£1.49 (State Of Play Games)

KamiAlthough simple to grasp, Kami’s exquisitely subtle paper-folding puzzles are considerably more complex than they first appear. Mentally taxing, but thanks to the soft rustle of paper and the fact that it never once tests your dexterity or reaction time, strangely relaxing. Kami is a game of unusual elegance.