Your thread title looks like advertising spam for glassware. If you want to discuss “Game streaming technology”, use that for the title, not the url of some specific product.
There are a number of companies entering into this area, one of which is Amazon, with their AppStream service. It seems like one of those “magic bullet” solutions, that can completely resolve incompatibility, and general “cross platform development” issues. Although, if you take the time to think about it, there are serious drawbacks.
For one, your application now depends entirely on the network, and on the back-end infrastructure that must constantly (and consistently) serve the video stream. Companies that push these services will have nice demos to show, but in the real world, the network is much slower, much less reliable, and highly inconsistent. This means that, in practice, responsiveness suffers, and latency is noticeable.
However, even if all those technical problems are resolved (in the next 5 to 10 years, if we’re optimistic), there is still the question of price at scale:
When you create a game for a specific platform, the price of release (for you as the developer) is a one-time cost. You upload to a distribution service, from which all other users will download, and there are no (or very small) costs beyond that, regardless of how many people play your game.
When you create a game for a cloud platform, you must pay the services fees, which are recurring, for as long as your game is streamed.
You could argue that the economics would work out for games which generate recurring revenue, but even then, porting directly to a specific platform is likely to be far less expensive, especially if your game is really popular.
I’m pretty sure the GPL still applies, regardless of the serve source and method.