Tech ages massively in those 10 years.
Laptops evolved into real production series that differentiate between Gaming, Working, Office etc. with more than just a handful products from every manufacturer. Console makers incorporate streaming functionality into their consoles, even Hardware manufacturers like nVidia put a way to utilize the hardware to encode video-capture etc.
But at the same time, Infrastructure barely changed. Yes we have fiber etc. but how many people actually have access to it? How many even have uncapped bandwidth? Or high speed internet connections?
I am from the EU and even here it differs greatly between countries and inside a given country even more with places having 3 competing fiber providers while others have barely one provider that offers shitty speeds. And US is supposedly even more splintered.
I think this discrepancy is the reason why we're even only seeing 1 or 2 game streaming services sprout every now and then. But even if we were to overcome the physical issues of speeds and pricing, you have to consider on top of all that, what "costumers" you try to cater to. You probably won't even consider a competitive player to use your service since they most likely have a way better pc and prefer the lower latency to game. Then you have to cross out every fast paced game like shooters since latency just gives you a massive handicap if you're not living close by to a datacenter. So you're left with either Singleplayer games or games where latency barely matters. And from this subset of gamers, you have to cater to those that don't want to pay for a own pc but still want to invest into a gaming library.
I think game streaming is in general in a predicament on who to cater to and how to monetize that exactly.