Fat Client Game Streaming is another popular method of game streaming that overcomes the challenges of reducing the time to play. Businesses like The Happy Cloud, Spoon, and BitRaider have been early implementers of this approach. This method takes an existing game and essentially creates a new version of the client that can be progressively delivered and installed. When you start to play a game, you don't need every library and component, only a small subset. Much of the software is typically not needed until you make decisions in the game that require additional libraries and components. This approach essentially creates a probability table of what component and libraries you need to start, and a tree of next likely resources. A new shell is created for the software to enable the game to start running with a subset of resources which are loaded based on the probability table.
This allows the gamer to start playing in just a few minutes.The probability table determines the typical starting point in the game for players, and downloads the rest of the library components in the background while the player begins play.
The advantage to this model is that start up times are typically just a few minutes to begin play. After a player authenticates and selects a game, they do not need to wait to download and install the entire game.
Another advantage to this model is that it still allows for offline game play after the initial install is complete while playing. The thin client model does not allow offline gameplay, since a server in the cloud is doing the computations and rendering.
The other major advantage to this model is it does not require the developer to create a separate version of the game. This method involves taking existing gaming code and running it through a set of tools to create the new package that can be streamed. This process can take the course of a few hours to a hundred hours per game.