OnLive Info and Discussion

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You may never buy a new video card ever again. Actually, the only PC gaming hardware you might ever need will cost you less than a Wii, should OnLive's potential live up to its promise.
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OnLive is a new video games on demand service that may just change the way you play PC games. The brainchild of Rearden Studios founder Steve Perlman, formerly of Atari, Apple, WebTV and more, and Mike McGarvey, formerly of Eidos, the technology looks to revolutionize the way computer games are brought home. Instead of spending hundreds or thousands of dollars on the latest video game hardware that will make games like Crysis playable at nearly maxed settings, let OnLive's servers handle the processing. All that's required is a low cost "micro console" or a low end PC and a broadband internet connection.

Yes, even your sub $500 netbook or MacBook can play processor intensive, GPU demanding PC games. In fact, that's the whole point. How does it work?
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The concept is simple. Your controller input isn't going from your hand to the controller to the machine in front of you, it's going from your hand to the controller through the internet to OnLive's machines then back again as streamed video. Whether you're using a USB gamepad, Bluetooth wireless controller, or tried and true keyboard and mouse, the processing and output happens on OnLive's side, then is fed back to your terminal, with the game "perceptually" played locally.

In other words, it's cloud computed gaming.

Using patented video compression in tandem with algorithms that compensate for lag, jitter and packet loss, OnLive delivers video at up to 720p resolution at frame rates up to 60 frames per second. Of course, the quality of the video feed relies on your connection.

For standard definition television quality, a broadband connection of at least 1.5 megabits per second is required. For HDTV resolution, a connection of at least 5 mbps is needed.

What about lag, you say? OnLive's technology "incubator" Rearden Studios claims that its servers will deliver video feeds that have a ping of less than one millisecond. Its patented video compression technique is also advertised as blazing fast, with video compression taking about one millisecond to process.

That speedy delivery of video game content means more than just video games on demand, it means no install times. It also means cross-platform compatibility, the ability to try demos instantly, and an opportunity to rent or play games almost instantaneously.

It also means real-time streaming of video feeds from players far and wide playing their own games at home via OnLive which could ultimately mean broadcast style feeds to observers. Up to a million, according to OnLive reps.

The best part? It already has serious buy-in from major publishers, including EA, THQ, Codemasters, Ubisoft, Atari, Warner Bros., Take-Two, and Epic Games. Oh, and 2D Boy.

The appeal on the publisher side is that it essentially means less opportunity for profit-whittling piracy. There's little modification on the developer side to make a game run with OnLive. There's even an SDK available. On the consumer side, the prospect of no cheating-or at least heavily reduced cheating-is also desirable.

OnLive is showing 16 of the games planned for the service this week at GDC, some of them playable on low-spec machines, the kind of Dell your grandmother might buy.

Of course, they'll also be playable on OnLive's micro console, a simple, low-cost device that's about the size of your hand. It's simple tech-there's not even a GPU in the device. It simply acts as a video decoding control hub, with two USB inputs and support for four Bluetooth devices, and outputs audio and video via optical and HDMI connections. The micro console is expected to be priced competitively, "significantly less" than any current generation console on the market and potentially "free" with an OnLive service contract.
Plans for a monthly subscription are in the works, said to be priced on par with Xbox Live fees, offering the same community and multiplayer features popularized by Microsoft's gaming service. Perhaps the most interesting aspect of the unified OnLive community is the option to save and upload Brag Clips, a 15 second replay of, well, whatever just happened in-game.

We too were a little suspicious of OnLive's capability to deliver perceptually lag-free on-demand games. But then we played a hasty online game of Crysis Wars on the service today and became a little less suspicious. It seemed to work. Obviously, it was in a controlled environment with only a few hundred internal beta testers populating the system. But it worked.

Will it work in the wild? It might. OnLive is currently beta testing internally, with an external beta planned for Summer and a launch later this year. Expected to be deployed by launch will be five server centers hosting the latest and greatest games-OnLive isn't aiming to be GameTap, with no immediate plans to host archival PC games. Server clusters will be located in Santa Clara, Texas, Virginia and elsewhere, hoping to offer OnLive subscribers within 1,000 miles a seemingly lag-free experience.

We'll be testing the service later this week, letting you know what we thought.



No install games,No download games,Just buy and play games(All PC games).You dont need good PC.You can play Crysis on any PC

Crysis OnLive, check 18:00 minute http://uk.gamespot.com/shows/on-the-spot/?series=on-the-spot&event=on_the_spot20090324
 
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Ok so small scale, I could see it working. Now, lets say they have 10,000 users. That's a HUGE server farm to keep up and running especially if they boast being able to play games at 60FPS.

It's a good idea but until it's put in to practice, I'm not convinced. I couldn't see myself playing an FPS through it due to internet latencies. It's all very well saying they have latency compensation but if you've got a ping of 40ms to their servers, that's enough to cause a few problems I think.
 
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it will never work. latency to start with.

bandwidth requirements for it to actually look good.

licensing.

having an ip.

cost. (how can they afford to have a pc running a game per person? it might work for a while.. but if it actually got popular? no way.)

moddability

etc etc etc
 
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Soldato
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Yup, I can't see this working. Essentially playing an FPS will be like playing online with twice your normal ping, and whilst trying to stream a HD movie. Only the faster broadband connections will be able to cope, and even then it'll feel like you're sliding around all over the place. Plus ISPs will go crazy with all that extra data. It's a good initial idea, but surely they could have worked out serious gamers will never go for it. Casual gamers might, but then they don't need the whiz-bang graphics which this service promotes as one of its USPs.
 
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Also what's the point of advertising this for a netbook besides the theoretical ability to play the games on it, the cases where you're gonna plug in your wired internet(you're gonna need a stable connection) at home and play on your netbook would be extremely rare, and the keyboard would suck to play on.
 
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The concept is simple. Your controller input isn't going from your hand to the controller to the machine in front of you, it's going from your hand to the controller through the internet to OnLive's machines then back again
WTF that means if the OnLive server is in america you wont see your input on the screen for 500ms (0.5seconds! ZOMGWTFBBQ) or so

epic stuff :rolleyes:
 
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Also what's the point of advertising this for a netbook besides the theoretical ability to play the games on it, the cases where you're gonna plug in your wired internet(you're gonna need a stable connection) at home and play on your netbook would be extremely rare, and the keyboard would suck to play on.

It just demonstrates you wouldn't need a powerful pc for gaming any more...
 
Soldato
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Ok so small scale, I could see it working. Now, lets say they have 10,000 users. That's a HUGE server farm to keep up and running especially if they boast being able to play games at 60FPS.

It's a good idea but until it's put in to practice, I'm not convinced. I couldn't see myself playing an FPS through it due to internet latencies. It's all very well saying they have latency compensation but if you've got a ping of 40ms to their servers, that's enough to cause a few problems I think.

it will never work. latency to start with.

bandwidth requirements for it to actually look good.

licensing.

having an ip.

cost. (how can they afford to have a pc running a game per person? it might work for a while.. but if it actually got popular? no way.)
I agree, I don't see this taking off really (yet).
1. licensing, what happens when a new game is released and everyone wants to play it? Are they gonna do it via a monthly sub, then you can play any game? Or you have to specifically rent each game? Because as soon as a new game is added, everyone will want to play it = lots of licences.
Publishers/console devs will not want this company to take off because they will probably lose money through fewer game sales, so I can't see them lending a helping hand with the licensing.
2. They'll probably cram too many users in and bog down the system sooner or later.
3. I don't see how it will be decent quality and low latency.
4. Probably be too expensive.
5. 1.5Mb/s -> 5Mb/s to stream, a few hours of that a day will rack of some serious bandwidth, not much chance of several people on a shared connection playing. (average UK BB speed is something like 2Mb/s ?) ISPs will complain just like they are doing about iPlayer.
6. Probably won't be compatible with every game, just like that similar system that allowed you to play games over LAN/internet, was posted on OCUK a couple of years go. (this: http://www.streammygame.com/smg/index.php)
 
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Sounds like a cool idea but with the current Internet speed and lag no way, maybe in 5-10 years when the Internet connection will be faster with less lag and more stable.
 
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5. 1.5Mb/s -> 5Mb/s to stream, a few hours of that a day will rack of some serious bandwidth, not much chance of several people on a shared connection playing. (average UK BB speed is something like 2Mb/s ?) ISPs will complain just like they are doing about iPlayer.

I can't see how they will get past the fact that just about every ISP limits the amount of data transfer you can have per month (even the ones who offer 'unlimited' services). The deal I'm on gets me 30gb per month at on-peak times (unlimited off-peak), what about the majority people who go for the lowest price broadband with much, much smaller download limits?
 
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I can't see how they will get past the fact that just about every ISP limits the amount of data transfer you can have per month (even the ones who offer 'unlimited' services). The deal I'm on gets me 30gb per month at on-peak times (unlimited off-peak), what about the majority people who go for the lowest price broadband with much, much smaller download limits?

if you still cant find an ISP that offers unlimited internet these days, you are doing sth wrong...
it will never work. latency to start with.

bandwidth requirements for it to actually look good.

licensing.

having an ip.

cost. (how can they afford to have a pc running a game per person? it might work for a while.. but if it actually got popular? no way.)

moddability

etc etc etc

you can send your feedback to them but you are about 7 years late... they have the technology ready, it works, they are launching a beta this summer and the final product this christmas. People that tried it on GDC report that is perfectly playable. there is a public demonstration in 2 hours for anyone that is awake and interested. http://uk.gamespot.com/shows/on-the-spot/
 
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if you still cant find an ISP that offers unlimited internet these days, you are doing sth wrong...

I know, but there's always clauses and limitations which mean they're not really unlimited. I've found for my use I'm better off going for a high-limit deal.
 
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Wont work in this country, our internets still in the dark ages, we got FUP's, throttling etc.... here, hell, we dont even have fast speeds, we only have one company doing a 50mb service, jesus, i bet some of those African Villages in the middle of nowhere passed that ****** years ago, i bet theres some tribesman over there now sitting in a mud hut on a lappy, downing on his 10,000mb truly unlimited service, and saying to his mate over MSN, whos in another village, jesus that UK, one company just hit 50mb, bloody dial up that **** aint it, im 56 now, i remember we passed that when i was 3, and they both laughing their asses off. :D :D
 
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Try reading the small print on your contract.

yeah say that to the 1.5 tb of data i've piled up in the past 6 months.

I just cant understand how can people say immediately "it wont work" like they know better. sorry but you dont know ****. they have spend 7 years researching and developing their service and already have the support of major developers. they know way more than you guys and have managed to pull it, give them some kudos. yes it will have its problems and limitations but no one has done sth like this before and it can only improve through time.
 
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