http://www.sfgate.com/cgi-bin/article.cgi?f=/c/a/2009/03/24/BUS416LJH7.DTL&type=business
3/26/2009 7:40:44 AM
http://www.thewolfweb.com/message_topic.aspx?topic=561887
3/26/2009 7:46:14 AM
i never visit entertainment
3/26/2009 7:51:47 AM
I'M GLAD I HAVE THIS GUY ON BLOCK
3/26/2009 7:56:25 AM
Even though there is a topic in Entertainment, I think it's something that should be discussed in tech talk as well. Basically, these guys are claiming to have solved a problem that the cable and internet companies haven't been able to (hence all the skeptism).Here's a fun article,http://www.eurogamer.net/articles/gdc-why-onlive-cant-possibly-work-article
3/26/2009 10:29:01 AM
Although I really like and probably would try it out if it was cheap enough, I can only see FAIL with this for right now. The box is only used for games and that's it for one thing, and if the servers or internet is down, or if you don't have internet period, this box ix absolutely no good to you.
3/26/2009 10:44:11 AM
anyone remember segatv? this would work well if you had enough bandwidth to transport accelerated video. a better transport than X, rdp, citrix metaframe, etc would be needed. vmware claimed to have one at vmworld last year. software as a service, b
3/26/2009 10:49:55 AM
I like penny arcade's parallel between this and the Phantom console which turned out to be a money-making scam. If something's too good to be true...Actually Tycho's post is good here: "If a man claims to be Jesus Christ, you can bet I'll check the wrists."[Edited on March 26, 2009 at 10:59 AM. Reason : Anybody w/ TWC would also find trying to use this service infuriating.]
3/26/2009 10:58:55 AM
This is a neat idea, but you can't even currently stream a 1600x1200 video stream at 30fps across the internet - at least without some crippling compression. Unless you have some serious dedicated very low-latency bandwidth straight into the cloud, it's not happening.
3/26/2009 12:10:44 PM
the delay in input from the user's controls over the internet is enough to make this impossible.
3/26/2009 12:34:42 PM
vapor/scamware
3/26/2009 12:48:52 PM
I think the latency on a low end usb 1.1 mouse is something like 8ms. So the total latency assuming say 30ms ping times would still be less than 1/10th of a second but since it's more than 1/30th it does approach a perceivable lag. That is of course assuming magically immediate processing on their end and near perfect internet conditions. It is reasonable that you could see total lags between mouse input and on-screen response approaching 200+ms. This would definitely be noticeable. In a first person shooter it would feel like your perspective was dragging behind your movements, almost like you were drunk. I can't see this working very well either.[Edited on March 26, 2009 at 7:01 PM. Reason : ]
3/26/2009 6:58:23 PM
many of us play online games with 200+ms delays all the time. in a game like wow, it's not noticeable
3/26/2009 7:04:25 PM
With specialized HW, 1000fps at 5Mb for HD video is possible.I wouldn't be surprised if the Cell could pull this off. I wouldn't be surprised if a quad or more likely an octo core i7 could do it.But, i'd have to see this first before I believe it.
3/26/2009 7:52:08 PM
It's a great concept. HOWEVER, with ISP's throttling back on everyone's bandwidth the cost is going to be transferred to internet access prices and cost MONTHLY. At the very least hardware consoles let you pay for what you want in bursts. Buy this, play it out for a long time, buy another. I think it ends up being waay cheaper (in the long run) to stick with the hardware console.
3/26/2009 7:52:32 PM
and most people don't have internet at the beach.
3/26/2009 7:54:20 PM
It'll work.Its going to be a limited market rollout (if they are smart). The service will be offered within a certain distance and latency bounds of a data center. Very similar to the ISP business of entering your address to tell you if they offer service to you.Here's the process I see coming out:You download a small "connection" app. It runs, and checks your location and latency, and determines whether you qualify for the service. Meet their bar, and you can then sign up for the service.2-8ms input lag is entirely possible and reliable as long as they keep control of their QoS allowances.
3/26/2009 8:04:32 PM
3/26/2009 11:40:41 PM
PLUS, what happens if this takes the world by storm? Surely there will be other companies that all want to set up their own version of this. THEN, do we see game exclusivity rights show up between games and specific server companies? So sad, you want to play COD6? You have to be on MicroLiveOh, you want the new mortal Kombat game? Sorry, it's only coming out on OnliveThe New Final Fantasy? Only SonyLive has rights to that one.That's going to eventually suck
3/27/2009 11:58:21 AM
^ that's not going to happen, or at least, there's no need for that happening.
3/27/2009 12:02:12 PM
There's no need for it to happen with consoles, but it does. It should be a legitimate worry.
3/27/2009 12:09:29 PM
^ there's a very good need for it to happen with consoles. They are entirely different SW and different enough HW platforms that it's practical for a developer to exclude a platform.Streaming the video from a Windows PC doesn't warrant exclusivity deals on developing a game only for a single streaming service.You might see that game A is only available on a particular streaming service for a month (but you can still buy it for your local PC), but that's not that bad.
3/27/2009 12:14:25 PM
VAPORWARE
3/27/2009 1:02:24 PM
3/27/2009 2:21:29 PM
^ and ^^I too read Penny-Arcade. I can also formulate my own conclusions, maybe you guys should look into that.
3/27/2009 2:35:04 PM
3/27/2009 2:47:19 PM
3/27/2009 3:15:07 PM
But what about server down-time, unexpected bumps in service, inevitable lag cycles, and the fact that even though you are paying for these electronic services there are going to be times when, for reasons beyond your control, you have to do without. Console's require less maintenance and service (excepting the XBOX 360) which allows you direct access to the stuff you're buying when and how you want it. There is no server run service that can offer that sort of consistency.
3/27/2009 3:35:27 PM
Games like Half-life handle the input lag from client to server by using client side prediction. Latency in onlive's system would be input lag + render time + compression time + send to client time + decompression timethe input lag is one variable they cant control. Even if they require you to be X distance from their datacenters, best case scenario is 20ms. rendertime is probably not much of a problem thanks to their hardware. And I wonder if they have some special hardware to do hardware compression of the images for sending to the client. Again this is under their control due to their hardware.So now to get the image to the client you have to deal with both latency and bandwidth. Then once the image gets there the client has to decompress it. So while it might not require high GPU requirements, theres going to be some moderate CPU requirements. Anyone with anything older than a 3.0 netburst p4 might not be able to handle it. Not a big deal, but you can run alot of current games on a slower pc with a better GPU.The more they increase the compression, the better they can deal with bandwidth and latency, but the more they increase cpu requirements and vice versa.I dont want to say its totally impossible, but i dont think they could price their system at the right point to make it a viable business.
3/27/2009 7:38:43 PM