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11:21 am March 29, 2009
| Saberj
Admin
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One of the biggest pieces of news to come out of GDC 09 was the presentation of OnLive. I'm curious to see what everyone else thinks about the technology. Obviously, it all sounds very impressive. My biggest concerns are with response time and video quality. The other issue is that just about everyone occasionally has net hiccups. Is that going to ruin the experience? Check out the link above if you haven't read anything about it.
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10:13 pm March 29, 2009
| Kingquat
Nerd
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1. If you're internet connection goes down, will your whole game library goes with it?
2. Launch days/weeks for big games will see a lot of traffic and therefore will it bring along with it lots of lag?
3. Will older or less popular games be kept on their servers?
4. How will the pricing work? Will you pay per game, per game company (ubisoft/ EA/ stc.) or monthly?
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February 23, 2009 at 10:28 am
Jack: “He’s KingQuat, a living legend and you?”
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11:30 pm March 29, 2009
| Saberj
Admin
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I'm hoping that it's marketed more as a Gamefly style rental service, personally. So, losing internet access won't be such a big deal. But yeah, I'm pretty certain if you can't access the cloud computing, you can't access the games.
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Post edited 7:45 am – March 30, 2009 by Polygon_Wizard
I think it sounds interesting, but we need a better internet for it to work properly. Transfer speeds just aren't up to snuff to make it feasible on the consumer end. This is also assuming that OnLive would have enough high-powered servers to keep things running for a large conumer base.
If it all worked perfectly, I could see it as a rental thing for me, but I still like physically owning things too much. If my internet goes down, I still want to be able to play my games.
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11:37 am March 30, 2009
| Saberj
Admin
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Have you seen what sorts of computers are available for the average user these days? We priced an $1800 computer the other night. Quad Core 2.66 processor, SLI video card with 1.8 gigs of ram, 6 gigs of ram on the computer (Upgradable to 24 gigs), 2TB of harddrive space, etc. I have no doubt in my mind that they could get some serious computer power with server towers that would serve hundreds to thousands of customers at a time. So I think it would be economically feasible to do it, but how high would it raise the subscriptions in order to pull it off?
I personally think the internet structure is in place for what they are trying to do. Take a Netflix for example. They stream HD content now, which is basically what we are talking about being the strain on the connection. The actual streaming of the input signal back to the servers in miniscule in comparison, and is something we basically already do with things like Xbox Live and PSN. However, the problem is, could you keep the streaming consistent, or would you have to do a Netflix style system of predicting the speed and quality you can support? Also, the issue with the input isn't speed, but latency. If they can overcome that problem, I totally think that the rest will work out. But if they can't, then I'm not sure what else can be done.
I have to think they are close if they are showing it off now. But it could totally end up being vaporware.
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Basically, the amount of time it takes to send input from your end to their server, claculate the result, and send it back to you must be very low. I'm sure it works fine on a closed network, but I wonder how well it would work “in the field” with network traffic, outages, etc. Plus, how would their system handle peak usage times (ie. the next Gears comes out and everyone is trying to play it at once….would OnLive crash like XBL has done in the past?).
I'm just a bit skeptical, but I would love it if this worked. Depending on the pricing, I would probably be all over it.
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9:24 am March 31, 2009
| Saberj
Admin
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Like I said, you are basically talking about the same thing that Live does. Most FPS games on Live uses a host advantage style system. Which means, everyone sends their data to the Host (In this case, the host is much less of a powerful computing device), and the Host decides what happens in relation to the data it has (Thus giving the Host an advantage). Then the host sends data back to all the players, and their systems renders the results.
So when it comes to the processing of the game, I don't think that it will be all that bad. SLIGHTLY “laggier” than a typical game. But that's not got anything to do with actual speed.
Ultimately, the big issue will be the video streaming and balancing “Enough, but not too much” processing ability. That's something that Microsoft screwed up with the Christmas before last. Like you said, there could be an issue with the peaks of games.
As I said, I think it can be done, but we won't know for a while how good it can be done. I'm all up for it if it's similar in price and structure to Gamefly. Otherwise, I'm pretty much not interested. If it's a purchase program, it reminds me too much of the old DivX players that rightfully died.
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The problem I see with it is that most video content that you see isn't literally streamed, especially when it is HD. OnLive would basically have to deliver HD video in real time (not to mention any other bits of data slowing things down), and that just doesn't work on most people's internet connections yet. Any amount of buffering for a game would result in at least some amount of lag, so I'm curious to see if they can actually pull off the tech for this or not.
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