British media said the United States, after first comprehensive measures of the energy consumed by playing games, found that the carbon emissions from playing games were equivalent to Sri Lanka’s total annual carbon footprint, or 24 million tons of carbon dioxide. Researchers at the Lawrence Berkeley National Laboratory in California say the culprit is the pursuit of higher-quality graphics, instead playing games on 4K monitors and televisions, as well as streaming games.
The team studied the energy consumption of 26 gaming systems, including all of the game consoles released by several major video game giants over the past 15 years, as well as personal computers and streaming devices such as Apple TV, the report said.
They asked California’s 20 testers to conduct dozens of tests on 37 popular games to detect differences between systems and how people play the game. The team put the results across the United States from 134 million installed gaming systems in the United States.
The results show that cloud-based games , similar to Google’s Stadia cloud gaming platform to be launched next week , are by far the most energy-hungry games available over the Internet than downloading games or playing games online . This is due to the power consumed by network streaming data.
According to the average price of U.S. energy, electricity costs vary widely, from $5 to $1,000 a year. The game consumes a total of 34 terawatt hours a year, or 2.4% of U.S. household electricity consumption. Carbon emissions vary widely depending on the energy structure of the local grid.
Reported that the style of online games does not seem to determine its energy consumption.
The report also said that future energy consumption and carbon emissions in the future will depend on which platforms will prevail: more use of gaming consoles rather than personal computers will reduce energy consumption.
Matthew Marsden, of Lancaster University, said the impact on the environment could be greater because the study did not take into account the impact of the study.
“I think one possibility in the future is that players who expect to experience ‘play anywhere’ are more likely to turn to cloud gaming services and end up with a higher energy footprint because it involves energy consumption in the data center and network infrastructure,” he said. “