The big difference with hardware sitting at the average house and hardware in a server environment, is that data centers have a protocol to dispose and recycle the hardware, at least that is the case with Google data centers. How many Playstation 1 and 2, Gamecubes or OG Xboxs are currently in the trash, on their way to a landfill or currently there? Another important factor are the things you don't need to build. Look at the plastic casing used on consoles for example, taking Xcloud as a reference, a single server blade has 8 XBox One S, try fitting the same amount of regular Xboxs in the same space and tell me why you wont be able to do it. It is all about being efficient with cooling, space and energy consumption in a data center environment. You can for example push a lot harder any of the current gen consoles if heat would't be a problem inside the small plastic case. One of the biggest factors and one I cannot see how it can be denied or not be recognized by its importance by anyone, is that if someone buys an Xbox One X and plays a game like Cuphead, that is an extreme waste compared to the same hardware being used to cover the needs of 20 (to use a random example) players at the same time. When you start making the same calculations with millions of gamers playing indie games on consoles, it really does give you a different perspective. How about the stores that are needed to sell the physical games/consoles? There are 5,700 Gamestop stores, how much energy is used there? How much energy is spent by traveling to the store and buying the games/consoles, how much energy is spent by the employees of these stores to go to work?
There will surely be peak times when several high performance games need to run at the same time, but it would be crazy to suggest that it is one to one, as it needs to be in a home environment. It is a fact that the average gamer only uses their console around 6 hours a week and we are talking around 200 million current gen consoles, this is the definition of waste. Phil Spencer has already said that they are investigating on how to use the Xcloud hardware for professional use as well and put that hardware to good use and avoid down time when gamers are not playing as much. It has already been confirmed that Stadia uses GPUs capable of virtualization, just imagine playing an indie game with a fully dedicated 10.7TF instance, that would be another definition of waste. I also don't know how free to play games would work, probably they will be placed under the monthly subscription and in my opinion it would make sense if they do. You don't have to buy the console or gaming PC to play the games after all.
"Headlining the new NRDC report is a staggering figure: If the PS4, Wii U and Xbox One replace the 110 million units of PlayStation 3, Wii and Xbox 360 consoles that were sold in the U.S. from 2005 through 2013, the total energy use of the three current-generation systems will top 10 billion kilowatt-hours of electricity per year — enough to power all of Houston, the nation's fourth-largest city. And that energy total would cost American households $1 billion in annual power bills,
with 40 percent of it — $400 million — going to electricity that's wasted while the consoles are in standby mode."
The PlayStation 4 and Xbox One's standby modes and video capabilities are responsible for the vast increases in power usage over their previous-generation versions, according to a new report from...
www.polygon.com
"RECYCLE: Google maximizes the recycling of all data center materials. For hard drives that can't be resold, Google has a multi-step destruction process designed to further ensure that none of the data can ever be accessed. One step involves a "crusher" that drives a steel piston through the center of the drive, deforming the platters and making them unreadable. The drives are then shredded before the remains are sent along with other electronic waste to a recycling partner for secure processing."
Multiple strategies, including a commitment to find new uses for materials, led to an
86% landfill diversion rate globally for data centers in 2016, with six of Google's 14 data centers reaching 100% diversion.